Professional Documents
Culture Documents
92 DUNGEON • THE SPIRAL OF MANZESSINE • BLOODLINES • THE LAST HUNT •• OMEGA WORLD SEPTEMBER/OCTOBER 2002
®
September/October 2002
Vol. XVI, No. 4 Issue #94
EDITORIAL 6
LETTERS 8
WORMS IN THE
BLOODLINES 16 EXCHEQUERY 58
Luke Johnson Frank Brunner
The long-forgotten monastery to the lord of winds A mysterious order of thieves have stolen the Infanta’s
hides a secret of immense evil. A D&D adventure for jewels, but all those who have faced them have per-
four 7th-level PCs but adaptable for levels 4–10. ished. A D&D adventure for four 15th-level PCs but
scalable for levels 11–19.
THE EXCAVATION 50
Michael T. Kuciak SPIRAL OF MANZESSINE 68
The fall of a blackguard’s tower left a little something David Noonan
behind for the unwary to discover. A D&D Side Trek for Few can imagine a prison more terrifying than one run
four 3rd-level PCs but adaptable for levels 1–7. by illithids. Welcome to Manzessine. A D&D adventure
for four 11th-level PCs but adaptable for levels 9–15.
CRITICAL THREAT:
NAKHTI 56 MAPS OF MYSTERY 92
Bruce R. Cordell
Is it possible to be more devoted to Nerull than if you’re
already dead?. A D&D Critical Threat. Nakhti supports “He was ill a long time. But it was not the horrors of prison
the new novel Oath of Nerull, by T.H. Lane. life, not the hard labour, the bad food, the shaven head, or the
patched clothes that crushed him. What did he care for all
those trials and hardships . . . it was not his shaven head and
his fetters he was ashamed of: his pride had been stung to the
quick. It was wounded pride that made him ill.”
—Fyodor Dostoevsky
Crime and Punishment
COVER
Deep within the Underdark of Faerûn lies Manzessine Prison, home to some of the creatures even mind flayers find abhorrent
enough to put away. What atrocity is horrid enough to warrant one mind flayer imprisoning another? Ask Absterthelid, illus-
trated menacingly by Wayne Reynolds, an escaped prisoner hoping to find freedom in “Spiral of Manzessine.”
HATED, ONCE MORE!
Once upon a time, there was an editor. Some readers hated him because he ran neg-
ative reviews of their favorite games and others hated him because he was too easy Group Publisher Johnny Wilson
on games they didn’t like. Some game publishers hated him because they thought Editor Chris Thomasson
Art Director Kyle S. Hunter
the reviews he printed were unfair. At one time or another, nearly every publisher
in the computer game business thought the editor, who became an editor-in-chief, Contributing Editors Erik Mona
was out to get them. Ironically, there were times that some readers thought the Matthew Sernett
Stacie A. Fiorito
editor was in league with the very publishers that thought he was out to get them. Christopher Perkins
Instead of being depressed about being hated, the editor felt vindicated. He
believed that if he was getting shot at by both sides, he must be fairly objective in Production Director John Dunn
EDITORIAL
8
more of the creatures! The cartography by Craig Zipse monster have more magic wealth than a 20th-level
is quite nice. His style in fascinating. The Proud Prow character? No, especially when the monsters are
Mountain map is the type I favor for wilderness maps. meant to be no more than attrition encounters in the
The elevated look is cool, not to mention helpful to me adventure. So, if nothing else, the magic items each
as a DM. sentry has are too powerful by a factor of two or three
The “Statue Gallery” is not to my tastes, but there is pluses.
something very useful in the adventure. This goes to Now where could all of this magic have reasonably
show how part of an adventure, no matter how “small,” come from? I notice that none of the spellcasters in
can be utilized. The concept of the petrified statues, the keep have item creation feats, so they’re not home-
before and after, is intriguing to say the least. It is grown. Could the cloud giants be paying someone else
LETTERS
something I will consider for future adventures in my to produce this equipment? It doesn’t appear so, as
campaign. each sentry’s equipment is worth more than all of the
“Swamp Stomp” is a cunningly sneaky adventure. I non-magical treasure to be found in the adventure.
like it! The NPC motivations are solid and require some Actually, this is another reason why the cloud giants
dwelling on. Mr. Ward has an interactive adventure couldn’t produce the equipment themselves, as
here, one that I would like to fit into the campaign at a making magic items isn’t free. The giants simply can’t
later point. The picture on page 57 is striking! afford the magic items in the adventure. This could be
The “Critical Threat” this issue is not all that useful solved by dramatically increasing the amount of treas-
to me, but I am so impressed with the picture and map ure in the adventure, or much more easily by again
of the threat that I am determined to find some way of dropping more pluses from the sentries’ equipment.
working it into the campaign. I am. No, really. The idea Or could it be that the keep has been around forever
of the other creatures and why they are there is one and all of this stuff is their adventuring loot? No. In
worth exploiting. that case it wouldn’t all be identical, and there would
I am not saying much about the content of “The be tons of other treasure around, including many non-
Storm Lord’s Keep,” because it is such a high-level giant-sized weapons.
adventure, an area where I have little current experi- Even if the giants did have the resources and the
ence in this version of D&D. The artwork and cartog- item creation feats to manufacture all of their equip-
raphy are good, as always. The plot seems a bit off, but ment, do you think there is a spellcaster out there who
that’s probably me rather than an indication of the would devote a solid eight months of his valuable
quality of the adventure. My first impression is that I time, and almost 10,000 experience points, to cranking
think this adventure would have been better of with out the equipment necessary for each cloud giant
changing the alignments of the primary “villains.” The sentry? No way; never. From this angle, all of their
roleplaying possibilities are numerous, and the possi- magic should be dropped, and they should just be
ble encounters in the adventure can still be viable. given adamantine weapons and armor (and an extraor-
Another fine issue. Thanks to everyone involved. dinary smith)—they are just sentries, after all, and
Darkkewulf what spellcaster is going to give up his power to outfit
Via Email them? I think this is the best answer to the problem.
I understand that it would take space to detail dif-
ferent magic items for each high-level encounter, but I
RICH FOR MY BLOOD think that’s the price to pay to be true to the game.
First, I want to say that I think you’ve done incredible Imagine conquering a CR 22 monster and sorting
things with DUNGEON over the last ten issues. Both the through its trove, to be told, “OK, you find three staffs
quality and the value of the magazine are outstanding. of power.” Can you see the jaws dropping? The allure of
However, there is a trend that I need to object to: magic items is one of the strongest draws of the game,
handing out powerful magic items as standard-issue and by handing out powerful magic like cans of soda,
equipment to rank-and-file monsters. The 3rd Edition you’re destroying this allure. You can’t equip a group of
magic item creation rules don’t support it, and it’s not CR 19 monsters the same way you would equip a
in keeping with the spirit of the game. group of orcs, not if you want “epic” to mean anything.
The twelve sentry cloud giants in “The Storm Lord’s Aaron Salancy
Keep” are each identically equipped with 240,000 gp Via Email
worth of magic items. Feel free to check my numbers,
but that’s about the same total value as the magic pos- 240,000 gp is pretty accurate; that exceeds the DUNGEON
sessed by each of the generic 20th-level characters in MASTER’s Guide guidelines for an average 19th-level NPC
the DUNGEON MASTER’s Guide. Should a single CR 19 by about 70,000 gp. You just need to remember that the guide-
9
lines for NPC gear are for NPCs of average wealth. The sen- I have been a player of [Game Setting] since its creation
tries and guards of the Storm Lord serve a much more power- and was disappointed with how it was presented. You
ful character—a powerful king of the storm giants—and have seemed somehow incapable of fitting hundreds of
therefore have access to wealth capable of garbing them in pages of material into forty. Your “new” [Game Setting] is
above average gear. As for who would make the equipment, I basic, derivative, full of faddish “new ideas,” and ignores so
suppose you could ask the same question of the equipment car- much of the history and flavor that made [Game Setting]
ried by any NPC, especially at high levels. Heck, the villains such a hit in the years before it was canceled.
should be asking the same question of the PCs! If we provided Rules have been needlessly changed to fit the so-called
the background information behind how every NPC came by “new” “simplified” “Third Edition,” and the setting itself
every piece of his gear, we wouldn’t have room to print the has changed so much that [Game Setting]
LETTERS
actual adventures. Finally, realize that nearly all the sentries’ veterans like myself can barely recognize it as being based
equipment in the adventure is, at best, equal to that which on an old game. How will new players cope?
should be carried by 21st-level characters, making it useful I’ve had to personally convert all my old [Game Setting]
only for the cash it could bring the PCs. But finding a buyer . products to our group’s “Third Edition” (with all the nec-
. . that sounds like another adventure altogether. essary fixes—which I’m not making “open game content”
so you can steal my ideas, you weasels), and have had to
introduce a fourth mirror dimension just to take account
ADAPTABLE of the official, broken rules from POLYHEDRON.
I have been playing D&D for twelve years now, and I have You should have more responsibility than to enter
usually used the FORGOTTEN REALMS setting. I have used the something this atrocious into [Game Setting] canon, as if
adventures in DUNGEON Magazine and easily inserted them we could just ignore it if we didn’t like it. This feeble copy
into my campaign; even the “Anvil of Time” (issue #86) was of the original, obviously published in a vain attempt to
not that difficult. fulfill Wo$C’s clear moral obligation to bring back [Game
I really appreciated the SPELLJAMMER material (issue #92) as Setting], is not even worth the five bucks I paid for it. At
it gave me a perfect place to move my high-level group in that price you’d think you’d at least include some adven-
preparationforthemtogoontoepiclevels.FreeingMoradin’s tures, industry news, and comics. But that’s what you get
Forge will be an epic adventure indeed. from people who run a games company like a business,
Usually, the adventures in DUNGEON give my players without the deep love we true gamers have for the art.
and myself hours of fun, with only minor tweaks here In conclusion, until Wizard$ re-introduces [Game Set-
and there. I was disappointed with Mr. Wyatt’s “The ting], THAC0, and publish that cross-over with Tunnels
Storm Lord’s Keep” (issue #93). The reason is that even and Trolls (1st edition, mind) we’ve all been waiting for, I
the low-level group I DM could have its cleric cast dis- shall be forced to boycott your company and start pester-
cern lies or zone of truth, so Elina would probably take a ing Steve Jackson to bring back The Fantasy Trip.
spanking from the group’s female monk after the In disgust,
cleric told the group, “She is not telling us all.” Other Greg Gerrand
than that, it is a great adventure. Via Email
Keep up the good work! I really enjoy the time spent
using your adventures, as well as the “Critical Threats.” Thanks for writing, [consumer]! Your letter is simply one of
Don Sullivan many well-considered missives we’ve received since publishing
Avon Park, FL [Game Setting] (POLYHEDRON [month, issue number]).
While we intend all of our Mini-Games to appeal to the
It might be true that a group of adventurers figure out that widest varieties of gamer, we find that the best way to bilk people
Elina the bard is hiding some material from them, as the out of their money is to return to old, outdated, unpopular games
adventure points out. That’s unlikely to make the adventure or campaign settings (see Omega World,
less fun, though. It’s also been our experience that groups POLYHEDRON p. 12). The best part is that we don’t even have to
don’t tend to assume “helpful” NPCs always have ulterior pay attention to continuity, which we think is for nerds. So,
motives, preferring to give them the benefit of the doubt. [consumer], thanks again for the feedback! Hopefully, this letter
will ignite an Internet controversy and sell a bunch of copies of
this issue.
BLANKET POLYHEDRON In Mammon’s name,
COMPLAINT LETTER Erik Mona, POLYHEDRON Editor
I would like to make a few comments on the recent
conversion of [Game Setting] to the so-called “Third Edi-
tion” D&D.
10
BLOODLINES
16
BLOODLINES
BY LUKE JOHNSON
ARTWORK BY JASON A. ENGLE • CARTOGRAPHY BY ROBERT LEE
BLOODLINES
w Magic Items d Monsters k NPCs s Objects c Settlements a Traps
“Bloodlines” is a D&D adventure designed for four monks and fell into obscurity and disrepair. It has
PCs of 7th level. The characters can be of any race or been standing vacant ever since.
class, but a cleric with the ability to channel positive Thinking to convert the building into a summer
energy will be quite helpful. Although designed for retreat for himself, Noliss bought his ancestral keep
7th-level characters, it is a simple matter to adapt the back from the church and hired a team of dwarven
module to challenge characters of higher or lower stonemasons to renovate it and conduct the needed
levels. See the “Scaling the Adventure” sidebar for repairs. He then went back to practicing sorcery and
some ideas about how to do this. “Bloodlines” can be scheming against the other noble houses of the king-
easily integrated into any campaign. dom; the dwarves went to work.
Several weeks into the project, a messenger arrived
at the count’s manor with startling news. One of the
ADVENTURE dwarven craftsmen had discovered a hollow wall
BACKGROUND within the basement of the ruin, a fact not noted in the
Count Noliss von Denn is a greedy, scheming, oily, monastery records. Whatever was beyond the wall
power-hungry aristocrat. He is the lord of a relatively probably dated from when the structure was in von
minor noble house in whatever kingdom you decide Denn hands originally! The head mason ordered his
to stage this adventure, and for years has been using men to knock down the wall, revealing a hallway
underhanded techniques, shady dealings, betrayals, stretching off into the darkness—apparently more of
and blackmail to increase the power and resources of the keep’s basement—covered with dust and radiating
his house. He has been steadily climbing the ranks of a sense of extreme age. The walls were covered with
power and has gained a reputation for infamy and dis- paintings of a yellow star on a black eagle wing—the
honesty. In addition, he has been secretly studying symbol of the Royal House of Jorat (the house of the
arcane magic, planning to use these arts to further current king of the realm).
increase his pull. Count Noliss knew at once what this meant. If this
Recently, Count Noliss discovered the existence of a area of the keep did indeed date back to the original
ruin in an old-growth forest not far from his home in von Denn inhabitants, then depictions of the royal
the fair-sized city of Etrial. Further investigation family’s sigil could indicate a relationship between
turned up a few moldy records pertaining to this Houses von Denn and Jorat. Noliss has been striving
ancient keep. Apparently, it was built a couple hun- to improve his house’s standing for many years, but if
dred years ago by ancestors of Count Noliss, and then it were discovered that House Jorat and House von
sold fifty years later to the church of Obad-Hai. The Denn were related, he realized he could aim much,
church granted this acquisition to a peaceful order of much higher. Images of a crown began to glimmer at
monks devoted to the worship of Immshin, the the edges of his thoughts. He excitedly ordered his
Master of Winds (see the “Immshin, Master of Winds” carriage made ready and set out himself to oversee the
sidebar). The monks converted the keep into a continuation of the excavations, and to offer a large
monastery and lived there for about a hundred years; reward to anyone who came up with proof that the
fifty years ago, the structure was abandoned by the two houses were indeed related.
17
But when Noliss and his entourage arrived, there way, they encounter tormented souls, corrupted by
remained no trace of the masons. The dwarves had the malign influence that was accidentally unleashed
completely disappeared, leaving only a few hammers in the ancient halls all those years in the past.
and chisels lying rusted on the ground—and the wind
howled strangely over the ancient walls of the keep. THE TRUTH
Unwilling to risk his own skin, Count Noliss What actually happened at the keep? About 150 years
ordered one of his guards to enter the keep and see ago, Severi von Dorenn, an ancestor of the current
what fate had befallen the masons. The man didn’t Count Noliss von Denn, was a respected and influen-
return for a long time, and the count and his party tial advisor to the king. He was also the royal court
BLOODLINES
waited out the night for him. But come morning, wizard and a member of the powerful von Dorenn
there was still no sign of the guard. Angry and fright- family to boot. The von Dorenns were cousins of the
ened, Noliss briefly considered putting his magical royal family and thus were well favored by the king.
powers to the test by delving into the ruin himself, They enjoyed a reputation across the land as being
but he finally proved too much of a coward. Frus- just, fair, and noble. Severi von Dorenn was thought to
trated at this setback and at his own failings, fright- embody these concepts as much the rest of his aristo-
ened of the unseen menace that had apparently dis- cratic family.
patched both his guard and the dwarven craftsmen, But Severi was filled with a burning avarice. He
the count ordered his men to turn around and head yearned to take the throne for himself, and finally he
back to the city. decided that the only way to accomplish this end was
On the way back, however, it became apparent that to enlist the help of extraplanar forces. He began con-
something from the keep was following them. tacting the lower planes. The secrets he learned fueled
Glimpsed vaguely through the trees, loping through his drive for power even further, and he consulted
the underbrush, it had such a smell of death about it fiends, archdevils, and all manner of foul creatures
that the horses shied and reared. One man was thrown before finally forming a plan that would place him on
from his saddle, and those who happened to glance the throne.
back saw a dark shape from the trees leap upon the If Severi was nothing else, he was patient. So it was
fallen rider, ripping into his throat with flashing teeth. that he bided his time for many years until finally the
Men and horses shrieked in terror and the entourage queen began to grow great with child—the king’s first
broke into full flight, the nobleman’s carriage bounc- progeny. Severi then began to implement his scheme.
ing along the rough trail with painful bumps and jars. Using foul magics to touch the unborn babe, Severi
Finally, they managed to burst from the trees to brushed at its immature mind ever so softly, subtly
behold a small band of travelers before them—the twisting the infant to his own ends. When it was old
PCs . . . just the type of patsies the count needs. enough, this prince would be unswervingly loyal to
Severi, and then it would be but a short time before
the wizard himself wore the crown. The enchantments
ADVENTURE SYNOPSIS took hold, and all seemed to be going according to
Count Noliss needs someone to delve into the ruins of plan. But when the child was born, something was
his keep and discover if House Jorat and House von wrong: It had tiny horns and flashing red eyes.
Denn are in fact related in some way. The PCs likely The king and queen were devastated that their son
show suitable bravery and combat prowess in defeat- was so malformed, believing it to be a natural defect or
ing the creature (a ghast) that was dogging the count’s a curse from the gods. The common folk would never
entourage, prompting Noliss to enlist the characters be able to ignore such a child. If it were known that a
in his quest. Years of strained relations with other horned, fiendish-looking son was born to the king and
noble houses has taught the count not to trust anyone, queen, the peasants would certainly succumb to fear
however, and the PCs are even more suspect than and rage, and perhaps turn against their monarch.
most. Noliss keeps tabs on the party with his magic, Sadly, the king ordered that his new babe be secreted
and thus observes their trials and tribulations down in away for all time, never to show his face again. Severi
the keep. What he discovers in this way moves him to volunteered to look after him.
make the party’s return less than hospitable. For many years, Severi and a household of unassum-
Meanwhile, the PCs descend into the abandoned ing servants took care of the prince, living in an under-
monastery and discover the evils that dwell below. ground level of an old von Dorenn keep. Severi kept a
They discover clues and snatches of tantalizing infor- close hold over the child, infusing him with even
mation that hint at the true doom that befell those more dark energy, hoping to gain a powerful cham-
who dwelled in the keep over 150 years ago. Along the pion out of his soon-to-be servant.
18
But finally the wizard erred and went too far. The vanished into obscurity. But the fact remains that the
already unstable prince became truly mad when he von Dorenns, cousins to kings, are ancestors of Count
reached young adulthood. One night he slunk from Noliss von Denn.
his bed, knife in hand, and brutally murdered the holy The monks who came afterward used the keep for
man of the keep, a young priest named Septimus. But almost one hundred years as a monastery before they
this was only a precursor to the true atrocity. Several discovered the hollow wall within the basement. They
days later, brimming with insanity and incomprehen- knocked down this wall and began to use the area
sible evil, the prince slew every man and woman beyond just as they would any other part of the
within the keep in a bloody scene of debauched butch- monastery, even creating a small shrine to Immshin
BLOODLINES
ery. Not even Severi was spared this fate, and afterward down in the depths. But the monks who were rooming
even the prince himself was consumed by the vile below began to disappear, and other monks as well,
contamination infesting his being. Before his end, leaving nothing much behind except for occasional
however, he followed instructions whispered by bloodstains. In terror, the remaining monks re-walled
voices from beyond the plane and scrawled a rune the area, believing (correctly) that they had despoiled
onto the floor of his cell—a rune that would ensure some evil or sacred place. But it didn’t help. Monks
that the taint of evil would remain forever in the echo- continued to vanish until the final few fled in terror,
ing, underground corridors of the keep. leaving the building a vacant haunt.
When the head of House von Dorenn discovered
the bloody bodies below his keep, he grew almost mad
with shame. Safeguarding the prince was the duty of FOR THE PLAYERS
his house, and he had failed mightily. In an effort to The central plot of this adventure revolves around
avoid embarrassment, he severed all ties with the Count Noliss’s attempt to link his house with the
throne, exchanged his title of Baron for the lesser royal House of Jorat, and from there launch his ambi-
Count, walled off the section of the basement where tious plan to land himself on the throne. An under-
these evils had taken place, sold the keep to the standing of the intricacies of the political system isn’t
Church of Obad-Hai, and finally, changed his family necessary; the players just need to understand that if
name to von Denn. All those with any knowledge of they manage to find something that could connect
the travesty that took place in his cellars were sworn to von Denn’s house to House Jorat, Count Noliss will
secrecy, and the story of the prince and his keeper be very happy.
pqqqqrs
19
There are two avenues to get the PCs involved in This is Count Noliss von Denn, currently afraid for
this adventure. The first is that the PCs run into the his life. His regal demeanor is somewhat diminished
count’s retreating entourage (as described above in the by his wide eyes and obvious fear. PCs who wish to
“Adventure Synopsis” section) and kill the creature identify the charging boar symbol can do so on a suc-
that was pursuing them (a ghast), impressing the cessful bardic knowledge or Knowledge (nobility and
count with their martial prowess and bravery. Another royalty) check (DC 10). If a PC succeeds at one of these
possibility is that one of the characters is actually checks, tell him that the charging black boar is the
related to House von Denn (through a second cousin’s sigil of House von Denn, a somewhat minor noble
marriage, or something equally remote), and the count house of the kingdom. Of course, the characters can
BLOODLINES
recognizes the PC and demands that he aid him as part also simply ask.
of his familial duty. If this second method is used, the
following encounter must be adjusted accordingly. “Well met, good sirs,” pants the nobleman. “I am
Count Noliss von Denn, liege lord of these lands,
THE ATTACK (EL 3) and I am pleased to make your acquaintance.” He
It is assumed that the characters are en route some- glances nervously back at the trees. “Ah, if you
where when this adventure begins, although they would be so good as to—” The count stops short
should be relatively free of other obligations and ready with a strangled cry, as a strange, humanlike crea-
to embark upon a new quest. The following assumes ture tears from the trees, making a beeline for the
that the PCs are traveling west along an old dirt road. group. The monster resembles a man comprised of
nothing but skin, bones, and a few shreds of
The track you’ve been following doesn’t look like it muscle, running low to the ground, sharp teeth
gets much use these days. It has been hours since flashing between parted lips. The count gulps and
any other travelers have passed by, and the sun is dives back into the relative safety of his carriage.
beginning its downward curve toward evening. A His men glance at the rapidly closing creature with
tangled, forbidding forest stretches away on the nervous eyes, then at you, then back at the creature.
right, full of shadows and undergrowth, but it hasn’t
done anything interesting since you came upon it 3 Obviously the PCs are expected to help out here.
hours ago. The creature is a ghast and should pose minimal threat
Suddenly the monotony of the landscape is shat- to a party of 7th-level characters. If the players are dis-
tered by shouts and cries from the trees, the sounds inclined to offer aid, the count’s four men (male
of galloping mounts and snapping twigs. Several sur- human War1) attack the creature, all the while shout-
coated riders burst from a small game trail, followed ing for assistance. This short combat should be played
closely by a bouncing carriage pulled by two wild- out completely.
eyed horses. One rider sees you, raises a hand and Creature: This ghast used to be a monk of
shouts a wordless greeting before men, horses, car- Immshin, back when the keep was a monastery. Scraps
riage, and all come charging in your direction, the of vestments can still be seen entwined about its ema-
carriage careening crazily over the uneven ground. ciated limbs.
They all pull to a stop next to you, breathing hard. d Ghast: hp 30; Monster Manual 97 (ghoul).
The riders seem too winded to talk aside from a Count Noliss watches the battle from the window of
few panted hellos, although they look happy to see his carriage and realizes that he could probably have
you. Sweat shines on their faces. Their surcoats destroyed the creature with relative ease. However,
and the side of the carriage are emblazoned with a the PCs look like just the sort of brave, foolish adven-
symbol showing a charging black boar, and after a turers he needs. After the ghast is defeated, he again
few moments the carriage door swings open and a steps from his carriage and speaks to the characters.
somewhat disheveled-looking nobleman emerges. Read or paraphrase the following at this time:
He is of average height with a bit of a paunch, and
he is dressed in a red velvet robe with gold trim The count steps up and clears his throat to get your
and a wide, cloth- of-gold belt encircling his attention. “Impressive, most impressive. It’s been
middle. He looks to be about forty, with slicked- too long since I’ve seen combat raised to that level.”
back, salt-and-pepper hair, watery blue eyes, and He smoothes his hands over his robes. “Perhaps we
fingers bearing the weight of several rich rings. A should continue where we left off. As I said, I am
medallion hangs around his neck, featuring the Count Noliss von Denn. And you are . . . ?”
same charging boar symbol that appears on his car-
riage and his men’s livery.
20
After the PCs give him their names, continue with
the following.
BLOODLINES
pletely abandoned. I have reason to believe that
there is proof down in the basement of this keep
that will serve to connect my House, House von
Denn, with the Royal House of the king: House
Jorat.” He gives you a meaningful look. “The prob-
lem is, well, that.” He looks again at the remnants of
the creature. “I need a few courageous souls, such as
yourselves, to venture into the basement of my
empty keep and find something, anything, that
speaks of a family tie between the von Denns and
the Jorats. Are you interested, good sirs?”
If the PCs are interested in the count’s offer, he will- you anything you find in the keep that does not per-
ingly discusses details with them. He recounts what tain to a relationship between Houses von Denn
he knows of the keep’s history (from keep to and Jorat. There’s bound to be fine treasure and
monastery to ruin, but none of the details surrounding magic down there; my family has always been
the fiendish prince, since he is aware of none of this wealthy. These items are, or course, rightfully mine,
information), and tells them of the messenger that but I give them to you.” He sighs. “Such a sacrifice.
came and told him of the paintings on the walls. He But worth it, I’m certain.”
speaks of the disappearance of the dwarven masons
and the guard he sent to investigate (all of which can Secretly, the count doesn’t believe there is any treas-
be found in the “Adventure Background” section). ure below the keep, and just uses this as an excuse to
What he wants is for the party to return with any- get out of paying for the PCs’ services. (Even if there is
thing he can use to tie himself to the royal family, a something worthwhile down there, what’s to stop him
maneuver that would improve his standing in the from taking it later?) If the characters attempt to
kingdom tenfold and possibly grant him an avenue to wheedle some cash out of the man, a successful Diplo-
the throne. He would also like to know what hap- macy check (DC 15) makes him concede to 600 gp
pened to the dwarves and his guard, but this is only of each, but only upon successful completion of the
passing interest to him. At this point, he doesn’t really quest. Whether or not he’ll actually follow through on
care if the entire keep gets completely overrun by this promise remains to be seen.
undead monstrosities; all he wants is to be related to If the party agrees to these terms, read or paraphrase
the king so that he can become the king. the following:
When the discussions are winding to a close, or
when the PCs ask about payment, read or paraphrase “Excellent.” The count smiles, and beckons one of
the following: his men to his side. “This is Lortes. He is the mes-
senger who brought me the good news about the
The count smiles graciously. “Of course you are paintings, although if his news bears fruit, he will
wondering what you get out of this? Well, I am cer- become much more than a messenger. But in the
tainly an honorable man, and I always pay my debts. meantime, you need a guide. Lortes here will show
You will receive the undying gratitude of House you to the keep and watch your animals for you as
von Denn, a coin that may prove quite a bit more you explore. I am afraid that I myself must leave
valuable if you succeed in this quest. But of course I now; a nobleman’s work is never done. Take as long
would be remiss if I did not offer something more as you need to prepare, although if I don’t hear from
tangible as well.” He waves his hands with a flour- you in a week I’ll assume I need to hire alternative
ish. “If you accept my offer, I hereby relinquish to help. I will be staying at a hunting lodge several
21
miles northeast of here; again, Lortes can show you You pick their way carefully through the under-
the way. Meet me there after you’ve completed the brush, moving slowly to avoid sudden pitfalls and
quest. I eagerly look forward to seeing you again.” entangling roots. Brambles brush at your faces and
limbs get tangled in your hair. Finally, several hours
With that, the count and the rest of his men ride off, later, you reach an even more inhospitable area,
leaving the PCs alone with Lortes (male human Ftr1), marked with uneven terrain, cracked boulders, and
a shy, good-natured lad of sixteen. The party now has a stunted trees clinging forlornly to whatever pur-
chance to rest, prepare spells, or perhaps head to a chase they can find. Ahead, a hill rises out of the
nearby settlement to buy provisions and the like. surrounding desolation like a skeletal finger, and at
BLOODLINES
Lortes can lead them to the keep when they are ready. its top stands a ruined building, silhouetted against
the afternoon sky. Lortes reins in his horse. “That’s
it,” he says. “Go down into the basement to find that
SURROUNDING wall they were talking about. Good luck to you.”
ENVIRONS
The ancient von Dorenn keep stands on a rocky pin- Lortes keeps watch on the PCs’ horses, if they have
nacle amid an old, tangled forest. The surroundings them, while they’re gone, as well as anything else they
are depicted on the map on the previous page. The choose to leave in his care. He is a naive and honest
forest doesn’t see much human habitation, although a boy, and he makes no attempt to steal any of the PCs’
few wealthy men (such as Count Noliss) have hunting possessions.
and fishing lodges within its confines. The forest con- Climbing the hill to the keep is rough work; it takes
tains no villages or towns, and indeed hunters and the better part of 2 hours to make it to the top. The
woodsmen tend to avoid this place because of rumors characters should make two Climb checks (DC 12) to
of ghosts. Aside from the keep, these stories are com- make it to the top. Failing a check results in a twisted
pletely baseless. The forest might be wild, relatively ankle or brief slide in scree that causes 1d6 points of
speaking, but is within the boundaries of a peaceful damage. Once the characters have completed the
nation and so harbors no evil. The only encounters the climb, read or paraphrase the following.
PCs are likely to have here are with common ani- What’s left of the keep is perched at the pinnacle of
mals—deer, foxes, birds, badgers, and the like. If the the desolate hilltop. The upper level looks empty,
DM wishes to make things more interesting, a small save for the unnatural howling of the wind; the ceil-
band (no more than ten or fifteen) of hobgoblins can ing has long since rotted away. A few rusted ham-
be placed here, having fled persecution at the hands of mers, chisels, and other tools can be seen lying scat-
a local militia. These should only be added if the PCs tered on the ground.
spend a great deal of time exploring the wilderness Little of interest can be found on the upper levels;
and are growing frustrated with a lack of action; in the everything of value has long since been taken by loot-
normal course of things, Lortes can advise them of the ers. PCs might still wish to explore it.
relative tranquility of the forest and the PCs can head One thing the characters might find interesting rests
straight for the keep. just beyond the east wall on the upper level. Here lies
the corpse of a young man, slumped against a low wall.
Above the body is smeared the symbol of Immshin in
THE RUIN brown, dried blood (Knowledge—religion or Knowl-
Once the PCs allow Lortes to lead them to the keep, edge—local, DC 20, to recognize the symbol). The body
read or paraphrase the following. is that of a curious woodsman who noticed the keep
pqqqqrs
HE SEES YOU WHEN YOU’RE CREEPING the surface of a desk. This mirror functions as a crystal ball,
Count Noliss doesn’t like other people. He doesn’t trust and the count makes use of it right away to scry on the PCs.
them, either, and he doesn’t like sending complete He’ll target whichever character struck him as the least
strangers into his ancestral family keep to root out lost intelligent, so they are less likely to notice the magical sen-
secrets. But he doesn’t have much choice. Fortunately, he sor. If they do notice it, he ends his scrying session and tries
has a means of keeping tabs on the PCs and making sure again until he meets with undetected success. He stays at
they don’t pull anything sneaky. his magic mirror night and day, watching the PCs. This has
After taking his leave of the party, Noliss high-tails it back several ramifications, which are discussed at the end of the
to his hunting lodge where he keeps a large mirror set into module (under “Returning to the Count”).
pqqqqrs
22
while taking a trek through the
woods several days ago. He climbed
the hill, hoping for treasure or at least
bragging rights; unfortunately, he
found a ghast instead, the only one to
ascend from the depths of the keep.
The monster slew him, and drawing
on what little intelligence that
remained from its former life, used
BLOODLINES
the blood of its victim to depict the
symbol of the Master of Winds on
the wall. The ghast then lurked
around for a few days before the
count and his entourage arrived; this
is the same creature the PCs theoreti-
cally slew at the beginning of the
adventure. In the normal course of
things, the body of the young man
rises as a ghast within a day.
There is nothing else of interest
on the upper or lower levels,
although you might wish to para-
phrase the following when the PCs
descend the first flight of stairs into
the “safe” area of the basement.
Everything has a look of long abandonment about s Granite Walls, Floors, and Ceilings: 1 ft. thick;
it—deteriorating pieces of furniture, tattered wall hardness 8; hp 90; Break DC 35; Climb DC 15.
hangings, ruined possessions. No rats, though; in
fact, no animals of any kind come within 100 feet of RANDOM ENCOUNTERS
the keep. Random encounters are infrequent in this complex,
It shouldn’t take the party long to find what they are and should only be inflicted upon the PCs if you feel
looking for. At what would be considered the “end” of they are taking an unnecessarily long time to do some-
the basement, with old, dusty storage areas opening thing or are being particularly noisy about it. If this is
off either wall, the PCs find an opening at the end of the case, feel free to send a few appropriate monsters
the corridor where a dividing wall has obviously been after them, such as 1d4 ghasts or 1d3 shadows.
knocked down. Rubble and broken masonry litter the
floor. The corridor on the other side has obviously not 1. ENTRY POINT
been used in years, and is also area 1. It looks like a thick layer of dust covered the floor
here until recently, when it was disturbed by some-
DUNGEON FEATURES one—the dwarven masons, perhaps. The dust now
The entire building has been constructed out of large settles in irregular piles. The walls of this corridor
blocks of gray granite, and the same is true of the base- are painted with magnificent frescoes, all faded,
ment. The lower levels are covered with dust and invoke chipped, and obviously ancient. The left wall bears
feelings of age and a disconcerting sense of abandon- the 3-foot high representation Count von Denn is
ment. Everything—furniture, tapestries, ancient pos- so concerned about: a black eagle wing against a
sessions, and so on—are in various states of decay. Ceil- yellow star. This is the symbol of the Royal House of
ing height is generally 10 feet, and the entire area is Jorat. Surrounding it are small figures that seem to
unlit unless otherwise noted. There are ancient torch be dancing or celebrating. On the right-hand wall is
sconces along the walls at regular intervals, but they painted a scepter, leaning against a large, magnifi-
haven’t seen light for a long time. Many of the walls, ceil- cently adorned crown.
ings, and floors bear the remnants of once-magnificent Halfway down the hall is one more painting,
frescoes; feel free to embellish these as you see fit. Most which is much more crudely done. It is a dark
of the doors have rotted away. The door-shaped open- figure, 3 feet high. The figure holds a sword out hor-
ings on the map mark where they once stood. izontally with its right hand, as if pointing deeper
23
is not difficult to imagine how it
might have looked.
25
Both sets of doors in this hall have been magically The odd smell in this chamber is due to the chemi-
protected against the ravages of time and are both cals that were used to prepare the dead long ago. If the
locked. The first set is wooden, the second set iron. PCs stay in this room for more than a 3 rounds, three
s Wooden Door: 2 in. thick; hardness 10; hp 40; mummies push aside their tomb lids and shuffle to the
Break DC 25; Open Lock DC 16. attack, groans emanating from their long-dead throats
s Iron Door: 3 in. thick; hardness 15; hp 100; Break (neither side is surprised).
DC 30; Open Lock DC 18. Creatures: Astute characters notice that one of the
Traps (EL 3, EL 4, and EL 3): The original creators of mummies is missing its left hand (Spot check DC 13).
the keep, the ancient von Dorenns, wished to protect See Treasure #2, below, for more details.
BLOODLINES
their honored dead, so three glyphs of warding defend d Mummies (3): hp 51, 47, 42; Monster Manual 138.
the entrance to area 5. These are bypassed by offering up Treasure #1: The mummies wear rings, neck
a three-part prayer; each part corresponds to a different chains, gold belts, a crown, and other such finery
glyph. The first requires someone passing through to worth a total of 1,100 gp. It can be safely looted after
say, “I am of noble intent,” the second, “I come to honor the slain mummies crumble to dust.
the sacred dead,” and third, “I beseech admittance, in Treasure #2: Only one of the crypts bears anything
the holy names of our ancestors.” See area 13 and Player of value—that from which the one-handed mummy
Handout #1 for more information. emerged. Sifting through centuries-old dust in the
The first ward is placed on the door. tomb uncovers the item on a successful Search check
a Glyph of Warding Trap #1: CR 3; 3d8 cold, Reflex (DC 15): a mummified left hand. If strung on a cord and
DC 17 for half damage; Search DC 28, Disable Device worn around the neck, it functions as a hand of the mage.
DC 28.
The second glyph is activated when someone 6. EMPTY CHAMBER
crosses the hall at the spot marked X on the map. Acti- This large room might once have been a meeting
vation of the glyph triggers a summon monster III spell, place or a dining hall; now, it is empty of everything
summoning an azer that immediately attacks the except the scattered remains of rotten furniture.
intruder (gaining automatic surprise). The azer fights
for 6 rounds or until slain. The door leading into this room has long since
d Azer: hp 12; Monster Manual 22. rotted away.
a Glyph of Warding #2: CR 4; summon monster III
(azer); Search DC 28; Disable Device DC 28. 7. HALL OF THE MYSTIC (EL 5)
The final glyph wards the iron doors leading to area The corridor stretches into the darkness. The hall is
5. It is identical to the first glyph. plain except for the a 10-foot-long, 10-foot-wide pit
a Glyph of Warding Trap #3: CR 3; 3d8 cold, Reflex in the floor about 30 feet ahead. It stretches across
DC 17 for half damage; Search DC 28, Disable Device the width of the hall and appears to have been pur-
DC 28. posefully crafted.
5. MAUSOLEUM (EL 6) If a PC peers into the pit, continue with the following:
The bare walls of this 30-foot-long room are lined
with carved, standing sarcophagi. An odd smell Apparently 20 feet deep, the floor of the pit looks to
hangs heavy in the air—a sweet, pungent aroma, be the same flagstone as the rest of the keep, but is
reminiscent of a spice cabinet. painted in reds, oranges, and yellows—almost as if a
huge fire awaits one foolish enough to stumble in.
This mausoleum is where the original inhabitants of It is empty, however.
the keep entombed their deceased. The dark energies
that have permeated the place have affected the dead, Area 15 was (and still is) the prince’s quarters. This
animating them into horrific caricatures of their was also where Severi von Dorenn performed his dark
former selves. experiments on the boy, turning his mind farther from
The sarcophagi are carved with flowing, elegant, but sanity with every vile word. The wizard took great
meaningless designs. The center of each lid contains a pains that no one else should have any kind of hold
bare stone plaque, on which is inscribed the name of over the young prince (particularly the priest Septi-
its occupant, along with birth and death dates. The mus), and so crafted the pit in the hall to deter curious
dead here were all von Dorenn nobility in life, or else interlopers (Severi used dimension door to ferry the
trusted and valued allies of their House (such as the prince and himself back and forth).
cleric Septimus—see Player Handouts #1 and #2).
26
4
5
9
3
2
BLOODLINES
8
10a
10b
6
15
7
13
11
15
12
The double doors leading to area 15 are made of effect; the PCs still need the proper code words to
very strong iron, but a lingering illusion (a 17th-level enter the room itself.
permanent image) makes them appear to be fine rose- a Teleport Trap: CR 5; teleports above 20-ft. pit (2d6
wood. They look perfect, as if they were only very falling damage); Search DC 34; Disable Device DC 34.
recently crafted and polished. Gold decorations adorn
the smooth wooden planks. One other strange thing 8. CORRIDOR OF DARKNESS (EL 7)
about these doors is that there are no evident door- Ahead, the hallway seems to vanish; a curtain of
knobs, pull rings, keyholes, or hinges. deep darkness engulfs the passage 10 feet ahead. A
The doors are extensively reinforced by magic, and preternatural chill pervades the air and a feeling of
they cannot be forced open in any way (save for disinte- uneasiness brushes your minds.
grate, wish, and similar magic that the PCs probably don’t
have). In fact, merely touching the doors triggers a trap. The shaded area on the map represents a place of
Trap: If a living being makes contact with the doors, unnatural darkness. Light sources become muted, illu-
the offending character is teleported backward 30 feet, minating only half as far as normal, and even charac-
just above the pit, meaning he’s in for a nasty drop (2d6 ters with darkvision can only see half as far as they
points of damage). A successful Will save (DC 24) normally could. Intruders entering this area must
negates the effect, but the save must be made each make a Will save (DC 18) or be affected as by a bane
time a character touches the door. This trap is always spell (–1 morale modifier to attack rolls and saves vs.
in effect, no matter how many have fallen prey to it. It fear effects). A character who saves successfully is safe
can only be bypassed by using the proper incantation from this effect until he re-enters the area.
(see areas 14 and 15, and Player Handout #2). Creatures: After entering the darkness, the charac-
A rogue who succeeds at a difficult Disable Device ters hear a haunting baying that seems to come from
check can render the trap inoperable, and the magic all around them. It is the sound of two shadow mas-
inherent in the trap can also be suppressed for 1d4 tiffs, drawn here by the ancient prince’s unholy curse;
rounds with a successful dispel magic (the magic of the PCs must each make two Will saves (one for each
the trap is assumed to be 17th-level for this purpose). mastiff ) with a DC of 13. Failing a save panics a char-
Note that these tactics only influence the teleport acter (see the DUNGEON MASTER’s Guide, page 85) for 2d4
27
rounds. The evil beings then burst from the shadows, Creatures: These shadows are the shades of monks
snarling, growling, and tearing at the intruders, only who once lived here, their spirits corrupted by the
to virtually fade away when counterattacked. unholy energy that was released in years gone by. If
d Shadow Mastiffs (2): hp 32 each; Monster slain, the shadows dissolve into mist while shrieking
Manual 162. their thanks in the secret tongue of Immshin.
d Shadows (2): hp 20, 19; Monster Manual 161.
9. CISTERN 10H: If a character sifts around in the dust, a suc-
This is the ancient cistern that was used by the orig- cessful Search check (DC 10) reveals a large, heavy,
inal occupants of the keep. There is no water in it wrought-iron key. It fits the lock in area 11.
BLOODLINES
28
characters in any way until
they get close to it.
A wall of force bars the way
at the point shown on the
map. Originally, the wall was
created by the dark energies
to trap the abbot within this
small room until he died of
hunger and thirst. Now that
BLOODLINES
the same powers have cor-
rupted him, however, he can
raise and lower the wall with
a thought.
When the PCs reach the
wall of force, read or para-
phrase the following. It
might need to be amended,
depending on PC actions.
29
©2002 Wizards of the Coast, Inc. Permission is granted to photocopy this handout for home game use purposes only.
manhood, and being locked away with the likes administer the last rites to Septimus, as befits
of us probably does not appeal to his a devout cleric.
youthful sensibilities. Though one would imagine
that he would be used to it by now. In/65—Tremones and the other men from the
Baron arrived today, and they searched every
In/50—I think something is troubling the mind crevice and alcove in the keep for signs of
of our reverend cleric Septimus. He has shut the murderer. As we had already done this
himself within his chambers and has not ven- several times, it was no surprise to me that
tured forth, even for meals, for almost two they found nothing. The High Priest laid what
days now. The serving boy who last saw him was left of dear Septimus to rest, but he
said the priest was hurrying down the hall also spoke out in fear that whoever did this
with a look of such consternation as to make gruesome deed would return with the intention
a man blanch. And I now recall that shortly of desecrating our honored dead. Personally, I
before, I saw him remove something from the would think the killer would want to desecrate
hidden alcove by the cistern. What he is the honored living, but that’s priests for you.
doing in his rooms I do not know, but I No, I shouldn’t be sacrilegious; we are all in
dare not disturb him for fear of ruining such a state right now. The High Priest cast
some divine process. many magical traps upon the entryway to the
crypts, but we can bypass them by uttering
In/55—I learned some interesting things about certain holy phrases. I suppose I ought to
Severi von Dorenn today, after speaking with write them down here, so I do not forget.
Griella the serving maid. I knew Severi was The first phrase is “I am of noble intent,”
a powerful wizard, but I never before real- said when entering the first door.
ized how powerful. It turns out he was once The second is “I come to honor the sacred
the royal court wizard of the king himself! dead,” which must be spoken as one passes
I knew that Severi was a member of House about halfway through the entry hallway.
von Dorenn, related by blood to the king and Lastly, “I beseech admittance, in the holy
of a very noble and powerful family, but I names of our ancestors,” said when opening
didn’t know Severi was actually the king’s the door to the mausoleum proper.
mage! I asked Griella how such a one came
to be here, hiding in obscurity, watching over In/68—Well, things have quieted down a bit;
this moody prince we’re sheltering, instead of there have been no more incidents of any
at court where he belongs. Did he fail the kind. The High Priest has returned to wher-
king somehow? No, Griella told me, it’s just ever he came, as have most of the men
the opposite. When the prince was born with sent by the Baron, though the knight Tremones
his obvious problems and the king decided he stays on. We can only assume that whoever
needed to be secreted away, Severi volunteered or whatever this murderer is, we have scared
for the job! It makes me proud to be serv- it away. Even so, I can not shake a feeling
ing under such a man. of dread gnawing at my gut.
In/61—Oh, tragedy, tragedy! I had never thought In/70—Strange; everything appears normal, but I
that such a thing could occur in our quiet have been on edge for several days and
sanctuary. Sweet Septimus has been murdered! cannot sleep properly. Perhaps I shall take
A servant discovered the fact when she went some medicine.
in to clean the cleric’s chamber and found In/71—Oh, horrible, horrible! The worst disaster
his rent and bloody corpse on the bed. Hor- ever has come to pass! The prince is the
rible, horrible! I have never before heard such murderer, the prince! Not only is he guilty
a clamor! The servants were in an ungodly of Septimus’s bloody end, but now he is the
state of confusion, milling about like ants, and slayer of them all! Blood runs down the
the girl who found him was positively hys- halls, I can still hear the screams! What
terical. Even we keepers found it hard to shall I do? I saw the prince, laughing, red
keep our heads! Through it all, only the light streaming from his eyes and mouth as
prince seemed to remain calm; perhaps there is he brutally cleaved through men and women!
hope for him yet. Well, guards on all For a sword he wielded naught but unholy
entrances were immediately doubled, and extra darkness! How they screamed! And he, laughing
torches ordered in the halls at night. I pray all the while. Weapons were useless; blades
the intruder be found! could not pierce his skin and magic might as
well have been water for all the good it
did. What a sorrowful catastrophe! I awoke to
30
terrifying screams in the night, and emerged then I saw two more creatures, lurking in
from my cell to find the keep in a horri- the shadows, falling upon the helpless victims.
fying state of madness. The prince stalked the They were terrifying monstrosities—something out
halls, slaying whoever he came across! He of a twisted nightmare! One was tall and
must not have seen me, thank the gods, but skeletal, gaunt, with a wicked scorpion’s tail;
he murdered any who tried to flee the keep. the other was like a man but covered in
Finally all the servants and keepers rallied clattering, bladed chains. The massacre began and
around Tremones in the storage room. I saw I couldn’t take it anymore. But I had to do
it all from the hallway, saw the prince go something. I rushed forward and slammed the
in, saw the shaking men and women gather doors shut and locked them, then ran to the
themselves around the knight . . . but when library and locked myself in. I fear he will
the prince entered darkness went with him and find me even here, that prince—he should have
it was like it all happened on a night with been killed after he was born, after they saw
BLOODLINES
no moon. I held hope to my breast as I the horns and the eyes. . . . Is that a
watched Tremones approach the prince, Sunrazor sound outside my door? Oh, gods preserve me
blazing,, but the knight was cut down with a . . .
hideous cry! The remaining servants huddled
together, clutching whatever weapons they could
find, but the prince came on, uncaring, and
they return to lurking just inside the door in area 11. *Domain spell. Domains: Death (death touch 1/day),
d Undead Abbot, Huecuva Clr7: CR 9; Medium- Evil (evil spells are cast at +1 caster level).
size Undead; HD 7d12+3; hp 60; Init. +7; Spd 30 ft.; AC Possessions: The abbot carries his masterwork quarter-
17 (touch 13, flat-footed 14); Atk +10 melee (1d6+6, staff, his holy symbol, and a small brass key that opens
masterwork quarterstaff ) or +9 melee (1d6+4 and dis- the way to area 13.
ease, slam); SA huecuva blight, rebuke undead; SQ d Belker: hp 43; Monster Manual 26.
undead, turn resistance +2, damage reduction d Large Air Elementals (2): hp 57, 47; Monster
15/silver, darkvision 60 feet; AL LE; SV Fort +5, Ref +5, Manual 81 (elemental).
Will +8; Str 19, Dex 17, Con —, Int 7, Wis 17, Cha 14. Tactics: The abbot prefers melee combat to spell-
Skills: Listen +4, Spot +4. Feats: Combat Reflexes, casting. But it also knows that a softened opponent
Dodge, Improved Initiative, Toughness. makes for an easier kill. If the elementals appear, it
SA—Huecuva Blight (Su): On a successful slam casts searing light, followed by divine power and bull’s
attack, a huecuva can infect an opponent with hue- strength. It then rushes to join the fray. If just the
cuva blight. It has an incubation period of one day and belker appears or it is left to fight alone, it casts divine
requires a successful Fortitude save (DC 13), or cause power and then joins the fight. In combat, the abbot
1d2 temporary Strength and 1d2 temporary Constitu- mixes blows from his quarterstaff with inflict wounds
tion damage. An infected victim must make a saving spells delivered with a touch or its slam attack (this
throw each day. The effects of huecuva blight are means delivering the spell occurs the round following
cumulative each day until the victim reaches 0 Consti- the casting). Also, remember that undead are healed
tution (and dies), makes two consecutive successful by negative energy, so the abbot can drop any prepared
saves, or receives magical treatment (such as a remove spell for a “healing” spell of the appropriate level.
disease spell). The abbot won’t hesitate to use death knell on a dying
Spells Prepared (6/6/5/4/2; base save DC = 13 + spell PC and disables the biggest threats with hold person or
level): 0—detect magic, guidance, read magic, resistance ×2, bestow curse (it prefers the third curse listed).
virtue; 1st—bane, command, cause fear*, divine favor, Development: After the creatures have been
doom, random action; 2nd—bull’s strength, darkness, death defeated the PCs are free to do what they will here,
knell*, hold person ×2; 3rd—bestow curse, dispel magic, although defilement of the altar might incur Immshin’s
magic circle against good*, searing light; 4th—divine power, wrath at a later date (your option). Purification via
unholy blight*. prayers and holy water would certainly be in order.
pqqqqrs
SUNRAZOR
This blade is a +1 flaming longsword, and the fire that licks searing light, at 9th caster level, 1/day.
along its length is of a colorless, pale hue. Sunrazor always Caster Level: 9th; Prerequisites: Craft Magic Arms and
sheds a pure, pearly white light. Normally the radius of this Armor, searing light, and flame blade, flame strike, or fireball;
glow extends to only 15 feet, but while in the grasp of a Market Price: 12,315 gp; Weight: 4 pounds; Cost to Create:
good-aligned character it is magnified to 30 feet. In the 6,315 gp + 480 XP.
hands of a paladin, this weapon can also emit a blast of
pqqqqrs
31
13. LIBRARY feet away, resting on the ground next to a bookcase.
The doors to this room are locked; the key from area 12 The skeleton itself is very fragile; bumping, brushing
opens them easily. against, or otherwise touching it causes it to collapse
s Magically Reinforced Wooden Doors: 2 in. thick; in a clatter of bones and clouds of dust.
hardness 10; hp 50; Break DC 33; Open Lock DC 25. Treasure #1: A Search check (DC 14) reveals that
lying on the floor beneath the skeleton’s chair are two
This large room is better preserved than the rest of keys. One is small and made of brass; it opens the
the structure. The floor is only lightly covered by doors to this room. The other is a large, heavy, steel
dust, and there is even some furniture still standing, instrument that unlocks the door to area 14.
BLOODLINES
although it’s partially collapsed and rotted. Book- Treasure #2: The glass flask on the table once held
cases along the walls hint at the room’s original pur- oil of timelessness, and there is still just enough left at the
pose, as do chairs and tables spaced about its center. bottom to coat a Small-sized something (a little bit
All the books have apparently deteriorated, save goes a long way).
one. A slim volume rests on one table next to a
large, dust-covered flask. Seated next to the book is 14. ROOM OF THE MASSACRE (EL 8)
a skeleton, mouth gaping wide, staring with sight- Two imposing, undecorated black iron doors lead
less eyes. The skull, and the chair behind it, has into this room. They are locked.
been sheared off just above the eye sockets.
Picking them is difficult, and bashing them down
This room was indeed a library once, and the doors nearly impossible. The steel key from area 13 fits the
leading to it are not only intact but also magically rein- lock here.
forced. The original creators of the keep wished to pro- s Black Iron Doors: 4 in. thick; hardness 15; hp 90;
tect their precious tomes from the hand of time, so Break DC 40; Open Lock 32.
they attempted to create an airtight seal around the When the PCs open the doors, read or paraphrase
doors by weaving enchantments into their construc- the following:
tion. These builders were marginally successful, hence
the improved state of the library. A strange, unnatural darkness spills from the room
The seated skeleton is not animated and quite harm- beyond. A sense of dread grasps your mind in a
less. These are the bones of a serving man who hid cold, mailed fist. A faint glimmer in the center of
here in abject terror after witnessing the prince’s mad the room illuminates tortured, twisted, jagged
massacre in area 14. Fortunately for the curious, he shapes rising from the dust like wrecked ships
kept a journal of many of the events in the keep, and revealed by the retreating tide.
even had the foresight to coat it with oil of timelessness
(see Treasure #2, below). Good and neutral characters entering this room are
If the PCs examine the book on the table, tell them gripped with such a sense of foreboding that they
it appears to be a diary or journal, only recently started. must make a Will save (DC 12); failure for a neutral
If they read it, give the players Player Handout #1. character means he acts as if he was the target of a bane
The top part of the skeleton’s skull can be found 20 spell (–1 morale penalty to attacks and saves vs. fear). A
PLAYER HANDOUT #2
©2002 Wizards of the Coast, Inc. Permission is granted to photocopy this handout for home game use purposes only.
DMs: The full message runs thusly:
I overheard Severi von Dorenn as he passed through the unopenable doors to the prince’s chambers today; he
spoke in Infernal, which the servants here must not know, but I was able to understand it.
“The throne belongs to Severi.”
32
good character failing the saving throw suffers as PCs might find one other item of interest on
though a prayer spell was cast against him (–1 to Tremones’ remains with a successful Search check
attacks, damage, saving throws and skill checks). (DC 14). His waist is still encircled by a cracked
These effects persist until the characters get at least leather belt, tied to which is a small pouch. Within the
100 feet away from area 14 or defeat the foes here. moldy, crumbling confines of this pouch is a scrap of
Light sources are muted to half-range illumination, parchment, mostly rotted and ripped but with at least
and even darkvision and similar effects have their one very important line still legible. Give the players
ranges halved. Player Handout #2 if they find the scrap.
This area radiates strong Conjuration magic. A suc- Development: Because the osyluth and kyton are
BLOODLINES
cessful dispel magic cast against a 15th-level caster sup- infused with, and helped create, the tainted energy of
presses both the bane/prayer effect and the dimming the keep, slaying them partly disrupts its flow. The sur-
effect for 2d4 rounds. real darkness in the room gives way to mundane dark-
Scattered around the barren room are human skele- ness, and the pall of cold fear lifts from the characters.
tons. Upon closer inspection, it is obvious that these
people died violent deaths. Skulls are smashed, ribs 15. THE PRINCE’S CELL (EL 11)
caved in, bones broken and crushed, and limbs dis- Access to this room is gained by walking toward the
membered. Many such skeletons lie here, their doors and incanting “The throne belongs to Severi” in
mouths gaping wide in silent screams of anguish. This any language. This allows the speaker to bypass the
is where most of the keep’s inhabitants were slaugh- teleport trap; such characters pass through the doors as
tered by the prince a century and a half in the past. if they were naught but air. Living creatures can exit
They rallied around the knight Tremones the Pure, a the room simply by passing back through the doors in
paladin who could do little against the unholy might a similar fashion.
of the corrupted prince. The skeleton of Tremones the After a single living creature passes through these
pure lies in the center of the room, still clad in deterio- doors by uttering the passphrase, the magic of the trap
rating mail. His sword, Sunrazor, lies not far from his becomes dormant for 12 hours, allowing others to pass
outstretched hand. It is from this blade that the faint through without resorting to the code. (This has the
luminance of this room comes. The weapon is detailed additional effect of allowing nonliving creatures to
fully under Treasure, below. cross the barrier as well.)
Creatures: This room is far from safe. The edges of Note that resourceful characters might find other
it cannot be glimpsed no matter how bright the light ways of bypassing this obstacle. Spells like dimension
inside, and an aimless fear grabs at the gut of living door, stone shape, and the like could also allow the PCs
creatures within. Terrible atrocities took place in this entrance to the room beyond, and clairaudience/clair-
room, and two of the perpetrators have been residing voyance and other Divination spells could give them an
here all this time. When the bulk of the PCs have idea about what might be waiting for them.
moved at least halfway into the room, or when one of
them handles the sword of Tremones, two beings Entering the room beyond the ensorcelled doors
emerge from the cloak of shadows on either side of the is like stepping into a wall of cloying ink. Black-
room. They are a kyton and an osyluth, and they ness seems to blind the mind as well as the eyes,
immediately attack the intruders. Neither side gains and a shiver dances along your spine. Goosebumps
surprise in the ensuing combat, but note that Sunrazor prickle along your arms and hair rises from the
can be swiftly brought to bear against these foes. backs of your necks. Inside the small room, all is
d Kyton: hp 40; Monster Manual 48 (devil). darkness, although one thing is clearly visible: a
d Osyluth: hp 38; Monster Manual 48 (devil). huge glyph in the center of the floor, pulsing with
Tactics: The devils do not pursue anything that flees an eerie red light. The light doesn’t so much illu-
this room, although they do their best to see that noth- minate the darkness as lend a crimson hue to the
ing does. They do not speak, but silently and grimly set blackness.
to the task of destroying their foes. The osyluth uses its An irregular form is slumped against the far wall.
spell-like abilities intelligently, but favors melee Your own light seems to have been snuffed out by
combat. invisible tendrils, the only illumination comes
Treasure: Tremones’ sword Sunrazor lies close to his from the strobing, blood-red rune on the floor. The
mortal remains; see the sidebar for a description of flashing light etches a figure in the darkness.
this item. Humanoid and skeletal, a long, cartilaginous
tongue whips from its mouth and weaves back and
forth in the open air, dripping something vile.
33
©2002 Wizards of the Coast, Inc. Permission is granted to photocopy this handout for home game use purposes only.
PLAYER HANDOUT #3
BLOODLINES
Tiny horns adorn its skull. The creature emits a he followed whispers from beyond the plane and used
low groan before raising a blade of utter darkness his fallen creator’s still-warm blood to inscribe a glyph
in a once-human hand. upon the floor of his room—a glyph that would
ensure that the curse of this place remained forever.
Back in von Dorenn times, this room was ostensibly The prince resides here still, although it no longer
the prince’s royal chambers, but in reality served as lives, and it is still driven to destroy all that breathes.
little more than a holding cell where Severi could Describe the monster the prince has become in tones
work his evils beyond the reach of prying eyes. The of darkness and evil, stressing the strangeness of the
doors are made of strong, magically reinforced iron to creature. It is the prince that is (at least partly) respon-
ensure that the prince never escaped captivity. sible for the deaths of all who lived here before.
Severi proved incapable of stopping the prince in Severi’s remains lie at the far end of the room, a
his bloody rampage, but he did manage to protect him- skeleton stretched on the floor, spine severed neatly in
self, and after the other inhabitants of the keep were half. Close to him lie the few possessions that have
dead, apprehend the young man and escort him back survived intact, see Treasure #2, below.
to his cell. Here Severi, frustrated at this setback (and This room radiates strongly of evil and Conjuration
the failure it depicted on his part), attempted to deter- magic. This is where the power of the curse flows most
mine what had gone wrong with the prince and to powerfully. The magic of this ancient blight functions
reassert control. Unfortunately for him, the fell ener- at a 16th-level of ability and can be dispelled like any
gies were too far along by this point, tearing through other magic effect. However, such is the potency of
the prince’s body in an unstoppable cacophony of the curse that dispel magic and similar effects serve
madness. The doomed youth shook off Severi’s magi- only to censor the curse for a period of 2d4 rounds; the
cal enchantments and slew the wizard with a sword of only way to be rid of it entirely is to slay its creator. The
darkness born from Severi’s own manipulations. The energy that powers the curse stems directly from the
prince was then finally consumed by the wicked curse source of unlife that animates the prince.
raging through his veins, but before his ultimate end
34
The curse has two
effects. First, all light
sources carried by the
PCs are suppressed
within this chamber, illu-
minating nothing at all.
The only light comes
from the rune, which
lends an eerie, strobe-
BLOODLINES
light effect to the scene.
This preternatural gloom
grants one-half conceal-
ment to any who cannot
see in the dark, meaning
that many PCs suffer a
20% miss chance. In addi-
tion, the curse of this
room causes all within it
of non-evil alignment to
act as if a prayer spell was
cast against them (–1 to
attacks, damage, saving
throws, and skill checks).
Creature (EL 10): The
prince’s power has faded
some since his death two
hundred years ago, but he is still driven to destroy all Possessions: +1 unholy longsword, signet ring (see
that lives. The creature attacks with a dark, unholy Treasure #1).
blade, slashing at opponents with alarming speed. It Tactics: The prince concentrates its attacks on a
wields this weapon like it is an extension of its body, single PC until he or she is dead, instinctively focusing
rather than following any set sword-fighting tech- on wizards or other spellcasters if the opportunity
niques (it never tries to parry, for instance). presents itself. Note that the prince is no longer a
d The Cursed Prince, Fiendish Mohrg: CR 10; living creature, and so cannot ordinarily pass through
Medium-size undead; HD 14d12; hp 92; Init +5; Spd the ensorcelled doors leading out of the cell. However,
30 ft.; AC 15 (touch 11, flat-footed 14); Atk +13/+8 after one living creature has bypassed the magic doors,
melee (1d8+5 plus 2d6 unholy damage/crit 19–20, +1 their enchantment become inactive for a period of
unholy longsword), +7 melee (0 plus paralysis, tongue time (12 hours—see above). This means that the
touch) or +12 melee (1d5+5, 2 slams); SA paralyzing mohrg can pursue PCs if they attempt to flee back
touch, create spawn, smite good; SQ undead, cold and through the doors.
fire resistance 20, damage reduction 10/+3; SR 25; AL Treasure #1: The mohrg wears a ring that can be
CE; SV Fort +4, Ref +5, Will +9; Str 21, Dex 13, Con — removed after the hideous creature is destroyed. It is
Int 11, Wis 10, Cha 10. non-magical but made of finely crafted gold. Once dirt
Skills: Climb +11, Hide +15, Listen +12, Move and grime are rubbed away, the design can be seen: the
Silently +15, Spot +12, Swim +10. Feats: Alertness, signet of House Jorat. A bard using bardic knowledge,
Dodge, Improved Initiative, Mobility. or a character with an appropriate Knowledge skill
SA—Paralyzing Touch (Su): The undead prince (nobility & royalty, local, and so on), can attempt a
lashes out with its tongue in combat. An opponent check (DC 15). Success indicates that the PC recog-
that the tongue touches must succeed a Fortitude save nizes the significance of this item: Only members of
(DC 17) or be paralyzed for 1d4 minutes. the royal family are allowed to wear signet rings. The
SA—Create Spawn (Su): After 1d4 days, those slain ring is worth 400 gp, but thoughtful characters proba-
by the prince rise as zombies under the mohrg’s control. bly want to return it to the royal family.
SA—Smite Good (Su): Once per day, the prince Treasure #2: One item lies intact next to the bones
may make a normal attack to deal an additional 14 of Severi von Dorenn. It is a fair-sized leather satchel
points of damage against a good foe. that functions as a bag of holding with a maximum
35
serviceable. Some half-
rotted benches and
chairs are also over-
turned on the floor. The
most disturbing sight,
though, is the massive,
overturned kettle, out of
which spill at least a
dozen skeletal humanoid
BLOODLINES
hands.
36
BACK TO THE COUNT be very interested. What he wants is for them to give
(EL8) him the two diaries (Player Handouts #1 and #3) so
Now that the PCs have vanquished their opponents that he can dispose of these undesirable bystanders.
and recovered several documents that Count Noliss Noliss is supremely confident by now, and he has a
will undoubtedly be interested in, they probably leave flair for the dramatic as well. When the PCs hand over
the keep and head to the count’s hunting lodge. the two journals, read or paraphrase the following.
Unless the party took an inordinately long time clear-
ing out the keep, Lortes still waits at the foot of the hill Noliss eagerly snatches the journals from your
in a makeshift camp. He congratulates them on their hands, and suddenly he is airborne, swooping up
BLOODLINES
victory and eagerly leads them toward the hunting and backward, cackling. He waves the papers at you.
cabin, anticipating great rewards from the count (or at “Fools! I am a blood descendent of Severi von
least a warm bed). Dorenn, one of the greatest wizards ever! And I rival
But Noliss has different plans. He has been spying even him. The fiends I call upon will make this land
on the PCs throughout their expedition, and in all quake and tremble with fear! I shall bend this realm
likelihood has looked over the characters’ shoulders or to my whim and make it after my own designs. And
read their lips, and knows of the information con- you—I thank you for recovering this, but you’ll
tained within the journals. He has, by now, discovered never leave this place alive!”
some interesting tidbits. His ancestors were related by
blood to the king, which means he is, too. And one of Creature: The above dialogue might need to be
these ancestors gleaned knowledge from fiends from altered somewhat, depending on the circumstances;
the nethermost depths of the most infernal of planes. PCs are notorious for interrupting villains during
How fascinating. power-drunk speeches. In any case, play this scene up.
Far from being dismayed at his ancestor’s treachery, Right now, Noliss thinks he can best anyone, and he
Noliss is intrigued. Not only will his relationship to loves the idea of being linked to powerful fiends. After
the royal family make it easier to justify his rise to the his little diatribe, he launches a fireball into the party
throne, but perhaps he can use Severi’s reputation to (note that Lortes probably fries).
lever the fiends into a position to help him. Noliss k Count Noliss von Denn, Male Human
revels in the knowledge of being linked to these pow- Ari2/Wiz7: CR 8; Medium-size Humanoid; HD
erful devils and demons, and after about an hour’s 2d8+2 plus 7d4+7; hp 41; Init +4; Spd 30 ft.; AC 22
thought, resolves to put a plan into motion. The only (touch 18, flat-footed 21); Atk +4 melee (1d4/crit
problem is witnesses. The PCs must be eliminated. 19–20, dagger); SA spells; AL LE; SV Fort +3, Ref +4,
Noliss watches them approach his hunting lodge Will +9; Str 10, Dex 10, Con 12, Int 17, Wis 13, Cha 14.
along the narrow, 10-foot-wide dirt trail along which Skills: Bluff +7, Concentration +8, Diplomacy +9,
Lortes guides them. When they get within a minute or Innuendo +6, Knowledge (arcana) +10, Knowledge
so of his cabin, he casts the following spells on him- (nobility and royalty) +15, Knowledge (the planes)
self, in the following order: fly, protection from arrows, +15, Listen +8, Read Lips + 8, Scry +10, Spellcraft +10,
mage armor (making his AC 15) and finally shield Spot +8. Feats: Alertness, Brew Potion, Improved Ini-
(increasing his AC to 22 while it lasts). He then exits tiative, Lightning Reflexes, Scribe Scroll, Skill Focus
the lodge and moves to meet the party. At this point, (Diplomacy), Spell Focus (Evocation).
read or paraphrase the following. Spells Prepared (4/5/4/3/1; base save DC= 13 + spell
level): 0—arcane mark, detect magic, mage hand, prestidig-
The door to the large hunting lodge opens, and itation; 1st—burning hands, mage armor, magic missile
Count Noliss himself steps out. He smiles pleas- ×2, shield; 2nd—blindness/deafness, flaming sphere*,
antly as he approaches you, his boar medallion Melf ’s acid arrow, protection from arrows; 3rd—fireball*, fly,
bouncing against his chest. “Greetings, friends,” he slow; 4th—Evard’s black tentacles.
says when he reaches you. “I have been awaiting *The base DC for these spells is 15 + spell level, due
your return with great anticipation. What have you to Noliss’s Spell Focus (Evocation) feat.
discovered?” Possessions: The count wears a plain gold +1 ring of pro-
tection and always carries various other magical imple-
Note that Noliss radiates magic like a beacon to ments, including a crystal-tipped wand of color spray (36
anyone detecting for it. charges remaining) and a wand of magic missiles (5th-
Noliss already knows what the journals contain and level, 8 charges). He also has scrolls of dispel magic, fly,
what the party encountered in the keep, but if the PCs hold person, and web on his person, which he won’t hes-
wish to debrief him he listens politely and pretends to itate to use if the situation warrants (he can always
37
scribe more). He has a potion of cure moderate wounds up to you, but the journals provide them with some
and a potion of gaseous form, both of which he uses to degree of leverage. The king might also reward the
save himself if things get sticky. party if they return the prince’s signet ring; choose a
Treasure: Besides his magic, Noliss wears fine robes suitable treasure or magic item worth around 2,000 gp.
and jewelry, worth a total of 2,000 gp. The value of Characters might want to track down Noliss, if he
these probably drops if Noliss is hit with damaging survives. The problem is that the tricky count will
area spells like fireball or lightning bolt, or generally already have started the process of “clearing his name,”
chopped to bits, at your discretion. spreading rumors about the low character of the PCs
Tactics: Noliss currently dreams of taking the in order to discredit any claims they make. If the party
BLOODLINES
throne and summoning devils and demons up from lets Noliss live, they’ve made a dangerous enemy.
the Nine Hells and the Abyss, so his mind isn’t exactly
focused. He also looks forward to finally using his Luke Johnson lives in Salt Lake City, UT where he is pre-
arcane powers, which he has been studying in secret tending to be a professional actor, improviser, and author. He
for so long, and he doesn’t really believe he can lose. swims with sea turtles.
However, if reduced to 10 hit points or less, he realizes
he’s in for it and flees as best he can (shouting dire
threats at the characters all the while). HUECUVA TEMPLATE
It’s assumed that the PCs have had a chance to rest The huecuva template is reprinted from issue #86’s
after battling the undead prince. You might wish to “Rana Mor,” by Rich Baker. It has been updated where
tweak the time of day so that the characters emerge necessary.
from the keep at dusk so they want to make camp Huecuvas (Hweh-kew-vahs) are undead creatures
before setting out for the count’s lodge. If their created from clerics, druids, paladins, or monks who
resources are still depleted from combating the have failed in their vows. As punishment for their
mohrg, Noliss might make short work of them. On heresies, they are doomed to undeath. Huecuvas are
the other hand, if the PCs had a fairly easy time in the sometimes created when a good or neutral cleric
keep, they might emerge in the early afternoon, and changes his alignment to evil and dies without seek-
Lortes might urge a quick return to the hunting lodge, ing atonement for his wrongs, or when an evil priest is
eager for a hot meal and a bed to sleep on. Use your subjected to a particularly powerful curse by his
best judgment when determining when to begin the patron deity.
final encounter. Huecuvas retain dim memories of their old lives and
are often found in desecrated shrines and broken tem-
ples, existing in a mockery of their former orders.
CONCLUSION They often have abilities that parody or pervert those
After slaying or driving off the count, PCs might wish they had in life. They hate all living things, but espe-
to investigate the hunting lodge. They’re free to do so, cially good-aligned priests.
although there isn’t much of interest inside. It’s a Huecuvas appear as humanoid skeletons wrapped
sturdy wooden structure filled with stuffed animal in tatters of their former vestments. Like any ancient
heads and hunting trophies (worth 1,000 gp total). The undead, their garments and equipment are tarnished
only thing of real value is the scrying mirror set into and corroded with age.
the count’s desk; unfortunately, Noliss was able to con-
tract a particularly indebted sorcerer to weave a contin- CREATING A HUECUVA
gency-type effect into the mirror. If it is ever touched “Huecuva” is a template that can be added to any
by anyone aside from Noliss, it instantly teleports back humanoid creature (hereafter referred to as the “base
to the count’s manor house. The mirror resides in creature”) with at least one level in the cleric, druid,
Noliss’ study, a room which is arcane locked at 7th-level paladin, or monk classes. The creature’s type changes
but otherwise accessible. Also in this room is Noliss’ to undead. Unlike lichdom, which preserves the intel-
spellbook, containing all his prepared spells plus lect and powers of the base creature, the transforma-
arcane lock, web, and hold person. tion to a huecuva exacts a terrible toll on the victim.
What now? That depends on the whims of the play-
ers, and on whether or not Noliss survived. If he did, Hit Dice: Increase to d12.
he’s probably plotting some nasty revenge against the Speed: Same as the base creature.
party and fine-tuning his plan to take over the king- AC: The base creature’s natural armor increases by
dom. The characters might wish to inform the king of +4. Huecuva often wear the armor they wore in life,
this threat; whether or not he takes them seriously is especially armor intended for ceremonial purposes.
38
Attacks: The huecuva retains all the attacks of the attack bonus or base saving throw bonuses. Thus, a
base creature and also gains a slam attack if it doesn’t 5th-level cleric becomes a 7th-level cleric upon
already have one. becoming a huecuva, gaining commensurate increases
Damage: Huecuvas have slam attacks. If the base in base attack bonus and saving throw bonuses.
creature does not already have a slam attack, use the Huecuva have access to the Death and Evil domains.
values listed in the table below. A base creature with A creature that becomes a huecuva also experiences
natural attacks retains its old damage rating or use the a shift in alignment, becoming evil and corrupt as a
values below, whichever is better. result of its journey into undeath. The specific align-
ment varies depending on the circumstance of the
BLOODLINES
Size Damage huecuva’s undeath, but the creature’s alignment on the
Fine 1 good-evil axis must always be evil. Note that a change
Diminutive 1d2 in alignment might remove access to certain class abil-
Tiny 1d3 ities (such is automatically the case with paladins who
Small 1d4 become huecuvas).
Medium-size 1d6 Paladin huecuvas are distinct in another way. Fallen
Large 1d8 from grace, they gain special abilities much like fallen
Huge 2d6 paladins who become blackguards. See Table 2–12:
Gargantuan 2d8 Fall Paladin Blackguard Abilities in the DUNGEON
Colossal 4d6 MASTER’s Guide, page 32, to determine a paladin become
huecuva’s special abilities.
Special Attacks: A huecuva retains all the special Saves: Same as the base creature.
attacks of the base creature. In addition, huecuva Abilities: Change from the base creature as follows:
expose any victims hit with a natural attack to a deadly Str +2, Dex +0, Int –6, Wis +2, Cha +2. As undead crea-
disease known as huecuva blight. tures, huecuva have no Constitution score.
Huecuva Blight (Su): Fortitude save (DC 10 + 1/2 Skills: Same as the base creature.
huecuva’s Hit Dice), incubation period one day, Feats: Huecuvas gain the Toughness feat for free.
damage 1d2 temporary Strength and 1d2 temporary Otherwise, same as the base creature.
Constitution. An infected victim must make a saving
throw each day. The effects of huecuva blight are Climate/Terrain: Any land and underground
cumulative each day until the victim reaches 0 Consti- Organization: Solitary or gang (2–12)
tution (and dies), makes two consecutive successful Challenge Rating: Same as the base creature +2
saves, or receives magical treatment (such as a remove Treasure: Standard
disease spell). Alignment: Any evil
Special Qualities: Huecuvas retain all the special Advancement: By character class
qualities of the base creature and also gains the undead
The 1st Edition huecuva
type. They also gain the following additional qualities. from the Fiend Folio.
Turn Resistance (Ex): A huecuva has turn resist- by Russ Nicholson.
ance +2.
Damage Reduction (Ex): A huecuva has damage
reduction 15/silver.
Darkvision (Ex): A huecuva has darkvision to a
range of 60 feet.
Class Abilities: A huecuva retains access to all of
the abilities of any classes it possessed in life, pro-
vided the alignment change doesn’t prevent access to
those abilities.
In addition, a huecuva gains the ability to cast divine
spells as a cleric with levels equal to the base creature’s
Hit Dice. So a 2nd-level human druid who becomes a
huecuva gains the spellcasting ability of a 2nd-level
cleric in addition to its druid spellcasting ability
(although it remains a 2-HD creature). A cleric who
becomes a huecuva gains two more cleric levels,
including 2d12 more HD and any increase in base
39
THE LAST HUNT
BY JAMES WILBER
ARTWORK BY RON SPENCER • CARTOGRAPHY BY CRAIG ZIPSE
THE LAST HUNT
“The Last Hunt” is a short D&D adventure for four for travel. When she is certain that human presence
4th-level characters. Having a barbarian, druid, ranger in the woods is minimal, her goblin tribe can move in
or someone with woodland skills would be helpful, secretly and establish a base of operations her clan
but it isn’t necessary to play the adventure. This can later expand into a settlement.
module can be set in any feudal style campaign area
with a temperate forest.
ADVENTURE SYNOPSIS
Sir Harold Algen, Lord Algen’s son, asks for the char-
ADVENTURE acter’s help. Harold believes, probably with good
BACKGROUND cause, that his father is much too old to be hunting
Twice now, local woodsmen have been found slaugh- big game. He offers them a total of 150 gp, and the
tered by a gigantic, ferocious, man-eating bear. No right to hunt and trap on his land, in exchange for
one was able to determine the perpetrator of the the PCs escorting his father on his last hunt. The PCs
attacks, until the third time, when an old lumberjack, are to pose as huntsmen, hired to track the bear, all
Evrehm, was able to climb a tree and wait until the the while making sure that Lord Algen never
beast lost interest. When he could finally escape, becomes endangered by the creature.
Evrehm knew exactly what he should do. Instead of Of course, things get complicated. To start with,
going to his own lord, he went to the neighboring Lord Algen is aware of his son’s concern; he might
fiefdom and told Lord Algen of the mad bear. not have the same spring in his step, but his mind is
Lord Johannes Algen has been fond of hunting all as sharp as it has ever been. He doesn’t like the notion
his life. His skills at tracking and hawking are known of having “babysitters” and intends to lose the party
to all who make their living from the woods. His col- at the first opportunity.
lection of trophies is said to be the most impressive To make things worse, the bear actually inhabits a
display of wild animals outside of the Royal Zoo. part of the forest owned by one Lord Fernier. Lord
Even though Lord Algen is no longer young, he Fernier has witnessed Lord Algen stomping through
cannot resist the chance at one last trophy. his lands for the last time. He gets word of Lord
Unbeknownst to everyone, the bear has not been Algen’s latest quarry and intends to put an end to his
attacking randomly. A goblin druid by the name of poaching once and for all.
Sheesek has been using dominate animal spells to pro- The goblin Sheesek is also aware that a hunt is on
voke the creature into attacking. Sheesek wants to and intends to protect the bear, which is the fiercest
make a new home for her tribe—the Biting animal at her disposal, by setting traps for the would-
Wildlings—in the wood. She knows that until her be hunters. She does what she can to keep the goblin
tribe is able to establish a fortified base, the human presence in the wood a secret, but attacks openly
lords in the area will easily push them out. She with her band of goblin scouts if things take a turn
intends to set up a series of animal attacks, making for the worse.
the locals believe that the woods are too dangerous
40
THE LAST HUNT
ADVENTURE HOOKS take through the forest. Lord Algen wishes to spend
The adventure assumes that the PCs encounter Lord two days hunting in the forest. When the characters
Algen and his son while traveling. If this does not suit camp for the night, they are ambushed by the goblins
your needs, the characters can also become involved (see the “Goblin Scouts” sidebar).
in several other ways: Because there are only four combat encounters in
• The characters are hired to retrieve a rare herb that this adventure, Encounter Levels are slightly higher
grows in the Chalsem Wood. than normal. You might wish to add to this adventure
• They can come upon Lord Algen traveling through by using the rules on page 133 of the DUNGEON MASTER’s
the woods, learn of the reason for his presence, and real- Guide, Building Wilderness Encounter Tables.
ize that the hunt might be more than he can handle.
• They are tracking a band of goblins that are moving THE MEETING
across country. When they reach the Chalsem Wood, While the characters are traveling, they come to a vil-
they are approached by a woodsman who tells them lage and witness an argument between father and son.
about the bear and Lord Algen. The fellow fears that Read or paraphrase the following:
his lord, who is especially loved by the common folk,
might be in over his head. In the mid-morning, you come upon a picturesque
village. Low cottages with stone walls line the road
and fat cattle move slowly in the fields. Atop a
BEGINNING THE manor house on the edge of town, you see a flag
ADVENTURE flying—a boar’s head on a green field—signaling
“The Last Hunt” consists of five encounters. The first that the lord is in residence.
encounter is the character’s initial meeting with Lord Voices carry from the manor, and you hear the
Algen and his son. The next three encounters—the sounds of an argument. Near the manor stables, you
goblin scouts, the ettercaps, and the meeting with Lord see a peasant holding the reins of a warhorse. Next
Fernier—can occur in any order. The final encounter, to the horse, an old man with gray hair, wearing
with the bear, should be left til the end to preserve its light armor, is struggling with the saddle. Although
impact. It is up to the characters as to which path they his hands seem practiced, he is having a hard time
41
lifting it onto the back of the tall horse. k Si r H a ro l d A l ge n , M a l e H u m a n A r i 3 : CR —;
Behind him, a young man dressed in fine clothing Medium-size Humanoid (5 ft. 10 in. tall); HD 3d8; hp
of green and gold is yelling to get the old man’s 17; Init +1; Spd 30 ft.; AC 11, touch 11, flat-footed 10;
attention. Atk +3 melee (1d4/crit 19–20, masterwork dagger); AL
“Father! Father!” He pauses, struggling for the right LG; SV Fort +1, Ref +2, Will +6; Str 10, Dex 12, Con 10,
words. “My Lord!” Int 14, Wis 12, Cha 16.
The old man stops and looks back at him grimly. Skills: Bluff +9, Diplomacy +11, Gather Information
“Father, please—there are other men worthy of +9, Innuendo +7, Knowledge (nobility and royalty) +8,
the task.” Listen +7, Sense Motive +9. Feats: Iron Will, Skill Focus
THE LAST HUNT
The old man looks at him grimly, “Aye, perhaps, (Diplomacy), Skill Focus (Sense Motive).
but this bear is a killer. He has killed before, and Possessions: masterwork dagger, noble’s outfit, 150 gp
he’ll kill again. It is my right, and my duty.” in pouch.
“Please father,” the young man says again. “Let me Sir Harold is a handsome man, about twenty-five
at least find you some huntsmen.” years old, with brown hair and blue eyes. The charac-
“There is no time,” the old man says with resolve. ters can tell by looking at him that he is no fighter, and
“Now where is my damn spear?” is probably more at home at court than on a hunting
With that, the old man walks into the stable. The trip.
young noble stands there for a moment, deep in Sir Harold truly wants to keep his father safe.
thought. He looks up when he hears the sound of Although the PCs seem to be his last hope, he does not
your approach, and you notice his eyes passing over tolerate abuse or blackmail. Sir Harold uses his Diplo-
your arms and equipment. macy and Sense Motive skills as needed when dealing
His eyes brighten, and he shouts out to you. “You with the characters.
there, hold! I would like a word with you.” He hur- k L o r d J o h a n ne s A l g e n , M a l e H u m a n A r i 4 / Ft r 3 :
ries out to the road to greet you. CR 6; Medium-size Humanoid (5 ft. 10 in. tall); HD
4d8–4 plus 3d10–3; hp 32; Init –1; Spd 30 ft.; AC 16
The young nobleman is one Sir Harold Algen. touch 9, flat-footed 16; Atk +7/+2 melee (1d8/crit ×3,
Creatures: Although wary of the PCs, Sir Harold has masterwork shortspear), or +6/+1 ranged (1d8/crit
little choice but to try and get their help. He asks them ×3, composite longbow with masterwork arrows); AL
their business first, trying to get a feel for the group’s CG; SV Fort +5, Ref +1, Will +8; Str 10, Dex 9, Con 9,
general alignment. He then tells them the story of the Int 14, Wis 16, Cha 15.
bear and tries to enlist their aid. He explains his Skills: Diplomacy +6, Handle Animal +8, Hide +2,
father’s need for assistance and simply offers what he Knowledge (nature) +8, Listen +11, Move Silently
has: 150 gp and hunting rights on Algen lands. +12*, Ride +5, Spot +11, Wilderness Lore +12. Feats:
Shortly after the negotiations, Lord Algen returns Alertness, Great Fortitude, Mounted Combat, Ride-By
from the stables with his spear. Attack, Spirited Charge, Track.
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SCALING THE ADVENTURE • Make Sheesek 7th level and make all of the goblins 1st-
“The Last Hunt” is designed for four 4th-level PCs, but it level rangers.
can be modified for parties of different sizes or levels. The • Give the ettercap two more monstrous spiders.
adventure can be scaled by raising or lowering the levels of • Raise Lord Fernier to 8th level.
the main antagonists and adding or removing some of their 7th- and 8th-level PCs: Run the adventure as written, but
subordinate creatures. with the following additional changes:
Consider adapting the adventure as follows: • Makes Sheesek 8th level and give her a 5th-level goblin
2nd- and 3rd-level PCs: Run the adventure as written, but barbarian or ranger bodyguard.
with the following additional changes: • Add two more ettercaps and two more monstrous spi-
• In area 1, take away one of the ettercaps and half of the ders. Make one of the spiders Huge (instead of Large).
traps. • Raise Lord Fernier to 9th level, and make all of his com-
• Lower Lord Fernier to 4th level. panion knights 4th-level fighters.
• In area 3, lower Sheesek to 4th level and take away the Remember that changing the Encounter Levels should
goblin scouts. raise or lower the amount of treasure in the adventure.
5th- and 6th-level PCs: Run the adventure as written, but Consult page 170 in the DUNGEON MASTER’s Guide (Tables 7-
with the following additional changes: 2, 7-3, and 7-4) to determine treasure appropriate to the
new encounters.
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42
*Lord Algen receives The Chalsem Wood
a +10 circumstance
bonus to Move Silently
checks due to his boots of
elvenkind. Blodgett Fallen Trees
Creek
Possessions: +1 studded
leather armor, +1 large
wooden shield, boots of
elvenkind, masterwork
43
Lord Algen smiles and
remarks that this is a perfect
day for hunting.
44
Tact ics: The goblin scouts begin the attack by lob- After someone falls in the trap, the first ettercap
bing their jars of alchemist’s fire at any tents (AC 4) or starts jumping up and down, screeching in a hissing
those sleeping out in the open. They then attack with Common, “Flesh, flesh!”
their bows. If any of the characters charge the goblins, It then waits for the party to chase after it. It runs in
they attempt to swarm a lone PC. If half or more of the a circle, passing as close as it can between the other pit
goblins are killed, they fade into the night, separating traps (same as above)—sometimes leaping corners of
to throw off pursuit. the traps or otherwise passing through the trapped
squares without setting them off—and the nets of
1. ETTERCAP’S TRAP (EL VARIABLE) webbing that the two monstrous spiders have made in
45
challenge of battling the creatures in terrain that heav- k Lord Fernier’s Knights, male humans Ftr1
ily favors them. (6): CR 1; Medium-size Humanoid (5 ft. 10 in. tall);
HD 1d10+2; hp 12, 10, 8, 8, 7, 6; Init +1; Spd 20 ft.; AC
2. LORD FERNIER’S PARTY (EL 4) 18, touch 11, flat-footed 17; Atk +4 melee (1d8+2/crit
Read the following text, when the characters approach 19–20, longsword); AL N; SV Fort +4, Ref +1, Will +1;
the encounter area. Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8.
Skills: Handle Animal +3, Knowledge (nobility and
The sound of approaching horses and the clanking royalty) +2, Ride +5. Feats: Mounted Combat, Ride-By
of armor breaks through the stillness of the forest. Attack, Weapon Focus (longsword).
THE LAST HUNT
Lord Algen winces, as if he knows what is Possessions: chain mail armor, large steel shield, mas-
approaching. terwork longsword, net, pouch with 20 gp, heavy
Six men in chainmail armor led by a man in plate, warhorse.
all mounted, step clear of the underbrush and Development: The party can resolve this encounter
approach your party. The lead man has a sneer on with good roleplaying and/or Diplomacy skill
his face and anger in his eyes. checks. Lord Fernier’s attitude is currently Hostile; in
He rides straight up to Lord Algen, pointing an order to persuade him to let Lord Algen continue his
accusing finger at him. hunt, the PCs must succeed at Diplomacy checks to
“ That’s it Algen! I have had enough of your move his attitude to Friendly. The characters can
poaching!” retry as often as they like, making a check for every
few minutes of conversation. The characters can help
Of course, if Lord Algen has given the PCs the slip, their task by giving in to some of Lord Fernier’s
modify the read-aloud text accordingly. You can opt to demands. For each demand, the characters receive a
have the PCs encounter Lord Fernier alone in such an bonus to their Diplomacy checks, these bonuses are
instance, or perhaps with the sullen Lord Algen in tow. cumulative.
The party encounters Lord Fernier and his men in a 1. Make Lord Algen agree to never hunt on his land
clearing large enough for their horses to move about. again. This requires that the characters succeed at a
Creatures: You should make it clear that none of the Diplomacy check (DC 12) with Lord Algen (+4 bonus).
men have drawn their weapons. This should be strictly 2. Make Lord Algen apologize for trespassing. This
a roleplaying encounter. If the PCs draw weapons, requires that the characters succeed at a Diplomacy
Lord Fernier raises his hand in a motion to parley. If check (DC 15) with Lord Algen (+2 bonus).
the PCs press the attack, the knights and their lord 3. Make Lord Algen pay 100 gp in restitution. This
defend themselves, while Lord Algen looks shocked requires that the characters succeed at a Diplomacy
(no action for 1 round), then defends Lord Fernier check (DC 15) with Lord Algen (+2 bonus).
against the characters (he actually likes his neighbor- 4. Agree to give him the meat from any animal that
ing lord—mostly). is killed this day, but Lord Algen can keep the head.
k Lord Vincent Fernier, Male Human Ari6: CR 3; Lord Algen agrees to this (+2 bonus).
Medium-size Humanoid (5 ft. 8 in. tall); HD 6d8; hp The characters can also receive a +4 bonus to their
28; Init +2; Spd 20 ft.; AC 22, touch 11, flat-footed 21; Diplomacy checks by reminding Lord Fernier that the
Atk +7 melee (1d8+2/crit 19–20, +1 longsword); AL bear has killed before and might kill again.
LG; SV Fort +2, Ref +4, Will +6; Str 13, Dex 14, Con 10, The party should receive experience points for suc-
Int 12, Wis 9, Cha 15. cessfully negotiating with Lord Fernier as if they had
Skills: Bluff +9, Diplomacy +11, Handle Animal +9, defeated him and his men in combat. If the party fails
Innuendo +7, Knowledge (nobility and royalty) +8, in its negotiations, but insists on continuing the hunt,
Ride +9, Sense Motive +8. Feats: Iron Will, Mounted Lord Fernier and his men attack, trying at first to
Combat, Ride-By Attack, Weapon Focus (longsword). subdue the characters. Three of Lord Fernier’s men
Possessions: +1 large steel shield, +1 longsword, potion of have brought nets, in case the old man caused trouble.
cure moderate wounds, masterwork full plate armor, They use these on the PCs but they are not proficient
pouch with 20 pp, heavy warhorse. in their use (–4 on attack rolls, see Player’s Handbook
Lord Fernier wears ornate plate armor and rides a page 102 for rules on nets). The knights use lethal
black warhorse. He is a handsome man in his early thir- force if it is used upon them. If the negotiations fail
ties, with brown hair and a thin beard and moustache. and the PCs leave the area, only to return later and
Lord Fernier is angry, but he is also lawful good. He continue their hunt, they do not encounter Lord Fer-
won’t attack but defends himself if necessary. He feels nier again, but also receive no experience points for
that he has been wronged and wants satisfaction. the encounter.
46
Killing Lord Fernier and his men is a bad idea. If the 16, Con 13, Int 12, Wis 15, Cha 8.
knights attack and the PCs don’t just surrender, Lord Skills: Animal Empathy +8, Concentration +10,
Algen uses the opportunity to run, heading home as Handle Animal +8, Hide +7, Intuit Direction +11,
fast as he can (as opposed to aiding Lord Fernier if they Move Silently +7*, Wilderness Lore +11. Feats: Combat
PCs attack first). Killing a lord on his own lands makes Casting, Improved Initiative, Scribe Scroll.
the characters outlaws and murderers. They are *Goblins receive a +4 racial bonus to Move Silently
hunted by the king’s men and a bounty of 1,200 gp is checks.
placed on each of their heads. No respectable mer- Spells Prepared (5/4/4/2; base DC = 12 + spell level):
chant or innkeeper will have dealings with them, and 0—cure minor wounds, detect magic, flare, resistance, read
47
Ad-hoc XP Award: Give the PCs 25% more experi- PCs have made a dangerous enemy in the Biting
ence for defeating the bear, due to its advanced state. Wildlings. The tribe is furious at the loss of their
potential new stomping grounds, and they might take
their frustration out on both the surrounding country-
CONCLUSION side and the PCs. If the PCs have opted to set up a base
If the party defeats the bear and the goblins, Lord of operations in the area, the goblin tribe and their
Algen takes his trophy and goes home, swearing that allies could make excellent recurring villains. Ω
his hunting days are over. Lord Algen’s son is relieved
to see his father back in one piece and offers the party James Wilber would like to thank Ty, all the Origins’ playtest
THE LAST HUNT
the reward even if he did not hire them in the first group, and anyone who has played in a Big Daddy Thwak’s
place. Millennial Army event. See you next Con!
The PCs now have a sizable boon in the form of
hunting rights on Lord Algen’s lands. They can profit
from this themselves, hunting and selling wild game
and furs, or even sell the rights for up to 3,000 gp, if the
right buyer could be found. The characters might even
want to set up a home base here to take advantage of
their rights.
If Lord Algen is slain during the adventure, his son
blames the PCs. He goes out of his way to tarnish their
reputations with the local nobility.
If Sheesek or any of her goblin lackeys escape, the
48
THE EXCAVATION
BY MICHAEL T. KUCIAK
ARTWORK AND CARTOGRAPHY BY RICHARD WHITTERS
EXCAVATION
THE
“The Excavation” is a Side Trek adventure for four 3rd- that might earn it a ticket back to the Abyss. Wretch
level PCs. Parties with stealth abilities and at least one would have to make its own way in the world.
cleric are recommended. “ The Excavation” can be As janitor, Wretch possessed a set of keys for every
inserted into any campaign with temperate, forested door in the keep. It knew of a cache of magical items
hills. in the basement. But the holy items in the keep made
going inside highly uncomfortable. Then Wretch
struck on a plan—why not dig from outside?
PREPARATION So, for the past two weeks, Wretch and its zombie
You (the DM) need the core books, including the crew have been excavating the base of the keep. It
Player’s Handbook, DUNGEON MASTER’s Guide, and espe- controls the zombies because Hurazrod’s last com-
cially the Monster Manual. Familiarize yourself with mand (they were just collecting firewood) was, “Do
the dretch and its spell-like abilities prior to running whatever Wretch tells you.” Also, a pair of ghouls that
the adventure. were turned during the attack slunk back. They now
patrol the surrounding area and keep nosy villagers
away.
ADVENTURE
BACKGROUND
Hurazrod the blackguard terrorized the area for years ADVENTURE SYNOPSIS
from his shadowy keep. Last month, a group of good The PCs travel near the sight of Hurazrod’s ruined
paladins, wizards, and clerics showed up to end his evil keep on their way somewhere else or due to the
reign. They defeated Hurazrod, slew his minions, and rumors of ghosts haunting the area. While in the
salted the keep with holy items infused with perma- vicinity of the ruins, they encounter signs that some-
nent consecrate and protection from evil spells. There was thing still lurks in the area. Investigating, they dis-
much rejoicing, and the group rode off into the sunset. cover Wretch and its lackeys digging away. Wretch is
Everybody thought evil had been cleansed from the by no means pleased that someone might come and
keep once and for all, until rumors of a rock-throwing steal its treasures, so it attacks, trying to drive off the
ghost began circulating through local villages. would-be intruders with mysterious harrying tactics.
The “poltergeist” is, in fact, Hurazrod’s janitor. Even When the PCs defeat the dretch, zombies, and ghouls,
blackguards need someone to clean their shadowy they then have the option of exploring the ruins them-
keeps and cook dinner. Being stupid and easily bul- selves or simply continuing with their prior
lied, a dretch seemed the perfect candidate. Unbe- engagement.
knownst to its master, this dretch was a smarter than
the average representative of its species.
Wretch the Dretch, as it was dubbed, was out col- CHARACTER HOOKS
lecting firewood with a few zombies when the holy The best way to involve the PCs is for them wander
strike force attacked. It hid, waited for the dust to through a nearby village and hear the poltergeist
clear, and sat down to decide what to do next. As far as rumor. Hurazrod’s downfall is big news, and they
anybody knew, it was dead along with the rest. Wretch might be interested in his keep. A higher-level paladin
did not want to summon other dretches for help, as or cleric might send a lower-level character of his or
50
her order to check up on the place. Animals
living around the keep might mention the
“ghost” to druids and rangers. Otherwise, the
PCs could blindly happen across the dig site
while traveling.
BEGINNING THE
ADVENTURE
EXCAVATION
An encounter with Wretch and his crew is fairly
straightforward. The ghouls patrol the woods
THE
around the keep. Wretch and the zombies are
digging. If the party fights the ghouls, Wretch
hears the combat and gets ready. If the PCs are
especially lucky or sneaky, they could get to the
keep, surprise Wretch, and make short work of
the whole crew. Wretch is smart and cowardly in
equal measure and has no problem fleeing or
trading information to save itself.
51
THE RUINED KEEP
EXCAVATION
THE
(Clearing extends
100 yards around
the Keep.)
Hidden Tunnel
Entrance
Rubbish Pile
Move Silently to set an ambush. The PCs notice them 2. FIGHT AT THE KEEP (EL 4)
with opposed Spot and Listen checks, respectively. The ruin of some massive structure occupies the
The ghouls comprise the first of the three groups of center of a clearing roughly 200 yards across.
antagonists the PCs face here. The other two are Stone, earth, and timbers lie in haphazard piles.
Wretch the dretch and the four zombie diggers. Whoever laid waste to this keep was incredibly
They’re found at area 2. thorough. The eerie silence of the forest extends
d Ghouls (3): hp 15, 13, 12; Monster Manual 97. into this open space.
Tactics: The ghouls lie in wait until the group passes
them by, then leap out at the rearmost character. They Creatures: Wretch is fairly smart and has worked
focus their attacks on one target as long as they can, out a defense strategy. If the demon knows the PCs are
hoping to bring someone down. If a character suc- coming it jumps into its defense routine.
cumbs to a ghoul’s paralysis, the ghouls do not con- d W r e t c h t h e D r e t c h : CR 2; Small Outsider
tinue to attack the creature and turn their attention to (chaotic, evil); HD 2d8; hp 13; Init +0; Spd 20 ft.; AC
another opponent. 16, touch 11, flat-footed 16; Atk +3 melee (1d4, 2
Development: If the PCs fight the ghouls, Wretch claws), +1 melee (1d4, bite); SQ damage reduction
hears the combat and prepares. During the day, there’s 5/silver, SR 5, tanar’ri qualities, spell-like abilities,
a 30% chance the PCs miss the ghouls, since they’re summon tanar’ri; AL CE; SV Fort +3, Ref +3; Will +3;
less diligent about patrolling and keeping an eye out Str 10, Dex 10, Con 10, Int 11, Wis 11, Cha 11.
for intruders. If the characters do make it through the Skills: Hide +9, Listen +4, Move Silently +5, Spot +2;
ghoul patrol lines without incident and engage Feats: Multiattack.
Wretch and the zombies, the ghouls hear the sound of Tanar’ri Qualities (Ex): Immune to poison and
battle and join the fray in area 2 in 1d4+1 rounds. electricity; cold, fire and acid resistance 20.
Telepathy (Su): Can communicate telepathically
52
with creatures within 100 feet. Wretch knows Abyssal • When the party first appears, Wretch casts darkness
and Common. on a small stone. It uses telekinesis to float the stone out
Summon Tanar’ri (Sp): Wretch refuses to summon from behind the pile. Wretch hopes the party thinks
other tanar’ri unless it’s about to be slain. the moving darkness patch is a creature and wastes
Spell-Like Abilities: At will—darkness, scare, spells and ranged attacks on it. If it works the first time,
telekinesis; 1/day—stinking cloud. Caster level 2nd; save Wretch does the same thing to keep the party thinking
DC 10 + spell level. more “dark spirits” are coming out of the keep.
d Zombies (4): hp 18, 17, 16, 13; Monster Manual 191. • If the party engages the zombies in melee, Wretch
Tactics: Wretch is a paranoid coward at heart, and casts stinking cloud on the fray. The zombies, of course,
EXCAVATION
its tactics reflect this. Once it learns of the PCs’ pres- are unaffected. Wretch saves the cloud until the best
ence, it takes the following actions: moment.
THE
• Wretch climbs up on the debris pile, lays on its • Wretch uses telekinesis to throw stones from the
belly, and peeks over the top, giving itself three-quar- excavation. It can affect up to 50-pound rocks. There
ters cover (+7 AC and +3 Reflex save cover bonuses) are twelve 50-pound stones (2d6 damage) within easy
from one direction. If the PCs circumnavigate the reach, and unlimited 25-pound stones (1d6). Wretch
ruins, Wretch takes a move-equivalent action to move concentrates on spellcasters and archers first. Its
around and maintain cover. PCs can make a Spot attack bonus with hurled stones is +5.
check opposed by Wretch’s Hide check to notice the • The dretch uses scare at anybody climbing the pile.
demon. Wretch receives a +4 circumstance bonus to Wretch can scare at will and does so as much as possible.
this check due to its thorough preparations. The zombies and ghouls battle until destroyed. If
• Wretch orders the zombies to lie down around the combat goes badly, Wretch hits itself with darkness and
pile and wait until PCs come within melee range flees, using scare and telekinesis to keep pursuers at bay.
before attacking. They are easy to spot, although the If the ghouls show up mid-fight, Wretch likely takes
party might not guess them undead until they arise. off in the hopes they can do its dirty work.
The zombies fight to keep attackers off the pile. Smart PCs have a good chance of sneaking up on
(Note: The zombies perform the last order Wretch Wretch and its zombies if they don’t tangle with the
gives them. If, somehow, the PCs kill Wretch before it ghouls. The antagonists are tough only if the PCs wade
can give a command, the zombies lie on the ground into a frontal assault or waste their heavy ammunition
until attacked). on “dark spirits.” Wretch hates melee, and only
If the group manages to get by the ghouls or other- engages as a last resort.
wise conceal their approach to the excavation site, the Remember: between ghoul paralysis and Wretch’s
PCs must still make Spot checks opposed by Wretch’s scare and stinking cloud abilities, one solid round of bad
Hide check to spot the creature. The zombies can be saving throws might doom the whole party. Caution is
spotted easily once the characters move to the appro- the best bet. Also, neither Wretch nor the zombies
priate side of the ruins. Regardless of the PCs’ pursue fleeing PCs beyond the treeline. The ghouls
approach, continue with the following tactics once pursue characters 100 feet past the edge of the clearing
they’re in the clearing proper. but are afraid to wander too far from the keep’s ruins.
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SCALING THE ADVENTURE 4th- and 5th-level PCs: The adventure as written still pro-
“The Excavation” is designed to challenge four 3rd-level vides a challenge to characters of these levels. However, if
characters, but it can be modified for parties of different you want to increase the difficulty, make the following
sizes or levels. Consider adapting the adventure as follows: changes:
1st- and 2nd-level PCs: The adventure is much too diffi- • Add one ghoul to the patrol party.
cult for such low-level characters. A failed saving throw for • Give Wretch 2 more HD, and add another zombie to the
such a PCs means death in this case. To alleviate these dif- digging crew.
ficulties, modify the adventure with the following changes: 6th- and 7th-level PCs: This adventure doesn’t really chal-
• Instead of three ghouls, the patrolling undead should lenge characters of these levels. Make the following
consist of 1–2 ghouls and 1–2 skeletons (but no more than changes to increase the difficulty of the adventure:
three total creatures). • Make the ghouls ghasts, and add one ghast to the
• Instead of four zombies at the excavation site, give group.
Wretch only three zombies. • Add 3 HD to Wretch. This gives him an extra feat, among
other things. Alertness is a good choice, as is Dodge.
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53
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SKILL CHECKS AND EFFECTS
Certain skill checks might become key either before the adventure begins
or as it progresses. These skills and their associated DCs are summa-
rized below.
• A Gather Information or bardic knowledge check (DC 10) earns the
PC an earful about Hurazrod and the attack that felled him. An excep-
tionally good roll (a result of 20 or higher) digs up a tidbit about the jan-
itor. A successful skill check specifically about Wretch (DC 20) tells of its
demonic nature. Nobody knows Wretch is still alive.
EXCAVATION
and rubble deals 1d6 points of damage. A character can make a Reflex
save (DC 12) if the Climb check fails to secure him or herself in place,
but doing so takes the character’s full action for that round.
• A Wilderness Lore check (DC 20) in conjunction with the Track feat
enables a character to notice the tracks of the patrolling ghouls. A
Knowledge (religion) or Knowledge (undead) check reveals the nature of
the creatures. PCs who do spot the tracks are less likely to encounter the
ghouls unless they set out to track the undead down. There’s a 30%
chance that PCs who spot the tracks and state that they intend to aoivd
the ghouls are successful.
pqrs
CONCLUSION
The adventure is over when the PCs solve the mystery of the “pol-
tergeist.” If Wretch escapes, it returns a few nights later to con-
tinue the dig.
The PCs can explore Wretch’s tunnel and the keep to their
hearts’ content. Wretch keeps the custodial key set on its belt.
Wretch surrenders if necessary. It relays its story if asked, and
grudgingly gives up the keys if threatened. Wretch knows the keep’s
layout intimately, having scrubbed almost every inch at one time or
another. However, it does not know what Hurazrod stored in his
cache vault, or what traps or guardians might protect it.
The holy strike force cleansed the keep of major enemies and
unholy relics. They worked very quickly, though, and were not
thorough. Anything you want could be hidden in a missed set of
chambers.
Wretch the Dretch spent the last few years eavesdropping on
Halazrod’s conversations. It knows almost everything the black-
guard was up to, including the plans of his evil friends. You can use
Wretch’s testimony as a starting point to almost any adventure.
Wretch is clever and wicked. It mewls and wheedles when pow-
erless, all the while looking for a chance at escape. Wretch wants
to increase its personal power while staying clear of other Abyssals
that might rat it out. If it cannot get Hurazrod’s magical cache,
something the party carries might suffice in the meantime.
Unless they are careful, kind-hearted PCs might find themselves
at Wretch’s non-existent mercy. Ω
54
CRITICAL THREATS BY BRUCE R. CORDELL
ARTWORK BY BEET
56
WORMS IN THE
EXCHEQUERY
WORMS IN THE
EXCHEQUERY
BY FRANK BRUNNER
ARTWORK BY KENNON JAMES • CARTOGRAPHY BY KYLE HUNTER
58
WORMS IN THE
EXCHEQUERY
characters are pursuing another mission when they clutching a similarly pitted halberd, to the streetwise
stumble upon the stand-off between the Worms and PC. (DC 20)
the Royal Halberdiers. 3. Lame Timmy, cocky urchin: “Sure I seen ’em.
They’re the Worms. Just ’cause I’m a kid doesn’t mean
I’m dumber ’n a drow in daylight! One was dressed real
BEGINNING THE fancy, and one was singing. The last one was dancing
ADVENTURE with a shadowy ghost!” (DC 30)
Once the PCs are interested in the events at the Exche-
query, they probably attempt to dig up some more IN THE COURT
information on the events leading up to the attempted 1. Valter Smurt, Seneschal: “Whatever is in the
robbery. Streetwise or courtly PCs can use the Gather Exchequery must be powerful. The Lord Chancellor
Information skill to find out more: once told me that a golem guards the Embassies. What
could stand up to a golem?” (DC 15) Valter doesn’t
ON THE STREETS know what kind of golem.
1. Renny Blackgums, grizzled bum: “<urp!> Saw 2. The Infanta, visiting royalty: “Honestly, men
them last year. Er, night. Fell on me outta the wall! shouldn’t talk so much . . . but the divine Earl Mal-
<urp!> Then they walked right up to Big White across larme let slip last night that the King suspects Chan-
yonder <waves at Exchequery> and in through the cellor Snigrot of treason.” (DC 30)
front door. One of ’em was singing, too!” (DC 15)
2. Martin Glarre, royal halberdier: “Yes, sir. We ON THE PORTICO
sent in a detachment one bell before noon. I’m sorry, However they became involved, the PCs meet George
sir. All we got back were shrieks of pain. And this.” He of Stave (male human Ari15; Bluff +8, Diplomacy +10,
shows a burnt and acid-scarred human hand, still Sense Motive +14) outside the office.
59
down to area 3
6
WORMS IN THE
EXCHEQUERY
up to area 3
1
3
Halberdiers hold gawkers at bay at the base of the misdirection spell on Snigrot, so that Snigrot detects as
Exchequery’s marble steps. Up on the shady portico, a table (not evil, not lying, not magical, and so on); this
you see George of Stave, the Reticulated Castellan. helps with detection attempts and also helps if Snigrot
From his web-like robes of office he produces a attempts to dupe the PCs into rescuing him. Third, the
shaky hand to greet you. “Sirs, well met. The court shadows and their shadow servants skulk within the
viziers are unable to divine what evil seethes in our walls and floors of the Exchequery, making them vir-
precious Exchequery. Several of my own men died to tually impossible to spot with scrying or clairvoyance.
traps just beyond the door. We do know that the Lord Fourth, all three Worms consume a potion of nondetec-
Chancellor still languishes somewhere inside. I tion before every job.
implore you, do your duty! For the king! Banish all Also note that Blake and Coalfinger use their
trepidation from your hearts and return Chancellor wands of dispel magic against any magical sensors that
Snigrot to his wife’s embrace. Godspeed!” they detect (such as those from clairvoyance or scry-
ing). Finally note that the casting time for scrying (but
The Castellan offers a reward of 5,000 gp per PC, not greater scrying) is 1 hour, and the Reticulated
treasure found, and an audience with the King. Bar- Castellan is unhappy with dilatory heroes who dally
gaining PCs can make an opposed Diplomacy check to with thaumaturgy while the villains escape.
obtain either an additional 2,000 gp each or a private Maintaining a mysterious atmosphere can greatly
audience with the King. enhance the adventure. But if diviners are able to
overcome the Worms’ precautions, then they should
DIVINATION SPELLS gain valuable information, just as a barbarian with a
High-level characters are likely to have access to Div- greataxe is rewarded for overcoming the defenses of a
ination spells such as scrying. The Worms are aware of hill giant in chainmail. The Worms still remain a
this and have taken several steps to mask their activi- challenge even if the PCs know what they are facing.
ties within the Exchequery. First, they use their dark-
vision ability to do their research in total darkness, so
a diviner sees only darkness unless he also possesses
darkvision. Second, Samuel Blake has already cast his
60
GRAND EXCHEQUERY 1. DE MISES FOYER
The Grand Exchequery was built as if to withstand a The de Mises foyer is dominated by a granite bust of
siege. The reason the guards have been so unsuccessful Frederick de Mises, founding Lord Chancellor of
at penetrating its defenses (and those of the Worms) is the Exchequery. A short corridor opens beyond the
that the building is eminently defensible. bust. Fallen in the corridor is a halberdier, his right
hand and halberd missing, his body lifeless in an
BUILDING FEATURES off-color stain on the floor.
The Exchequery is built of thick stone throughout.
Flickering torches maintain the rooms in shadowy The guard died when he triggered an explosive acid
WORMS IN THE
EXCHEQUERY
light conditions, with the exception of the Vertical trap rigged by the Rose Worms.
Records, which the Worms keep in total darkness. Unless the PCs employed extraordinary measures,
Ceilings: Unless otherwise noted, ceilings are 10 the shadows in area 2 almost certainly hear the charac-
feet high. ters enter (a Listen check—DC 10—for the shadows)
Walls, Floors, and Ceilings: All interior building unless the PCs are particularly quiet.
surfaces are constructed of hewn stone. Exterior walls
are 4 feet thick. Exterior walls, doors, ceilings, and 2. TELLER’S HALL (EL VARIABLE)
floors are all impervious to any sort of Transmutation Flickering torchlight plays over the wrecked
[Teleportation] magic. The building is basically a large Teller’s Hall. The booths where taxes were collected
vault, and the builders took precautions against tele- and assessed by royal tellers are smashed. Tables are
portation to prevent just the sort of theft that the overturned, and the floor is littered with quills,
Worms intended. scrolls, loose coins, and cracked inkpots and oil
s Interior Walls, Floors, and Ceilings: 2 ft. thick; lamps. Royal halberdiers sprawl dead, mouths
hardness 8; hp 360; Climb DC 22. gaping in startled rictuses.
s Exterior Walls: 4 ft. thick; hardness 8; hp 720;
Climb DC 22. The shadow companions of the Rose Worms guard
Doors: Interior doors are of strong wood. The front this trapped chamber. When they become aware of the
doors are thick iron, but they currently stand open. PCs, they attempt to move through the floor and
s Interior Doors: 2 in thick; hardness 5; hp 20; attack from below, most likely gaining surprise.
Break DC 23. Any PC stepping on a square marked X triggers a
s Front Doors: 4 in. thick; hardness10; hp 120; Worms’ trap.
Break DC 28. The Worms have concealed the door on the balcony
by hanging a heavy unicorn tapestry over it. The con-
cealed door is apparent to anyone specifically moving
the tapestry or to PCs who make a Search roll (DC 20).
pqqqqrs
61
Read or paraphrase the following when the shadows and continues to burn for 2 minutes unless doused.
attack: The glyphs of warding are triggered by anyone who vio-
lates them without first reciting the opening stanza to
Your feet begin to tingle with cold. Then the floor Samuel Blake’s latest pastoral, “The Nymph’s Reply to
erupts with wicked black talons. the Gray Render.”
a Burning Oil and Blast Glyph of Warding
Creatures (EL 13): The four shadow companions Trap: CR 6 each; 5d8 points of fire damage plus 1d6
cannot be turned, rebuked, or commanded except by fire damage (from burning oil); Reflex save (DC 14) for
their shadowdancer masters (Samuel Blake and half (of 5d8); Reflex save (DC 15) negates oil-based fire
WORMS IN THE
EXCHEQUERY
Coalfinger; Snigrot’s companion died in the initial damage (1d6); PCs must save each round they remain
assault). Both shadowdancers have enough experience on the burning floor; Search (DC 28); Disable Device
to avoid level loss if their companions die. There are (DC 28).
also two normal shadows, created from guards slain by Note that the shadows are immune to the fire
the shadow companions in the botched robbery. damage caused by the oil.
d Shadow Companions (4): CR 3; Medium-size
Undead; HD 7d12; hp 45; Init +2 (Dex); Spd 30 ft., fly 3. THE VAULT
40 ft. (good); AC 13, touch 13, flat-footed 11; Atk +5 Wide and worn marble steps spiral down from the
melee (1d6 temporary Strength, incorporeal touch); back of Teller’s Hall to a groined granite vault. Hun-
SA Strength damage, create spawn; SQ undead, incor- dreds of ingots are stacked here—platinum, gold,
poreal, cannot be turned/rebuked/commanded; AL silver, and copper. On a wooden table, two small
NE; SV Fort +2, Ref +4, Will +8; Str —, Dex 14, Con — coffers sit with their lids wide open.
, Int 6, Wis 12, Cha 13.
Skills: Hide +12, Intuit Direction +5, Listen +9, Spot The ingots are exceedingly heavy (in excess of 100
+9. Feats: Dodge, Mobility. pounds each), not very pure, bound in dozens to 5-foot
See the Monster Manual, page 161, for a complete by 5-foot palettes, and should be very difficult for the
description of shadow special attacks and qualities. PCs to escape with, given the close watch the Exche-
d Shadows (2): hp 19 each; Monster Manual 161. query is under. Nonetheless, the PCs might amuse
Tactics: The shadows attempt to surprise the PCs by themselves entertaining heist schemes, the effective-
bursting up through the floor. As many as possible ness of which is left for you to judge.
converge their initial attacks on an obvious spellcaster, If any PC succeeds at a Listen check (DC 20), he
hoping to drop him via Strength drain. After that, the hears Lucky Badenbot (male halfling Exp5) whimper-
shadows make liberal use of their incorporeality, dodg- ing behind the stacks. Lucky can tell any PC who
ing in and out of walls, furniture, and the floor to harry calms him down (Diplomacy DC 20) that there are
the PCs. If reduced to half their number, the shadows three Worms, that Snigrot is a traitor, and that a “giant
flee through the walls to warn their masters in area 6. fat statue is clomping around the Embassies. It won’t
Ad-hoc Experience Award: Do not award experi- attack the Worms.”
ence to the PCs for defeating the shadow compan- The coffers are empty. They contained the dowry of
ions. Like familiars and animal companions, shadow a visiting royal, the Infanta, all in jewelry. The Worms
companions are part of the challenge involved in have the jewels now.
defeating the shadow dancer masters. Instead, award
the PCs experience as if they had overcome a CR 10 4. THE EMBASSIES (EL 10)
encounter for defeating the shadows in this fashion, A 20-foot by 10-foot table draped in black velvet
since the nature of the encounter ensures that with a grid of white thread sewn on it stands here. A
despite the shadows’ low CR, they remain a challenge misshapen giant smelling faintly of clay lurches
to even high-level PCs. past the table toward you.
Trap: Coalfinger has read (with his Use Magic
Device skill) several glyph of warding scrolls, and he has Creatures: A clay golem guards the table where del-
scribed blast glyphs (that deal fire damage) on the floor egates from all tax districts present their collections. It
in the squares marked X. Fiendishly, he has also rigged attacks anyone not prominently displaying the crest of
pressure plates so that when a PC steps on a glyph, the Lord Chancellor (a dog rampant with an uprooted
flammable oil is dumped from a hidden cache in the tree in its mouth).
ceiling (20 feet high in this room). While the fire d Clay Golem: hp 60; Monster Manual 108.
glyphs themselves do damage, their intense heat also
easily ignites the spilled oil, which covers the floor
62
5. SCRIVENER’S TABLES
Twenty writing desks ordered in rows fill this
room. Ink stains on the floor, disheveled papers,
and an overturned desk betray a hasty exit.
WORMS IN THE
EXCHEQUERY
6. THE VERTICAL RECORDS (EL 16)
Behind the tapestry, a short passageway issues into
the base of a tower. Beyond the reach of your light
sources, the tower is utterly dark. From the floor to
untold shadows above, hundreds of small wooden
boxes cover all four walls. Narrow staircases and cat-
walks access the boxes.
63
Spot +6, Tumble +20, Use Magic Device +8. Feats: shadow jump (20 ft.), defensive roll, uncanny dodge
Combat Reflexes, Craft Wand, Dodge, Improved Ini- (Dex bonus to AC, can’t be flanked); AL LE; SV Fort
tiative, Mobility, Spring Attack +13, Ref +9, Will +9; Str 16, Dex 13, Con 18, Int 10, Wis
Spells Known (3/4/3/1, base save DC = 13 + spell 15, Cha 9.
level): 0—daze, detect magic, ghost sound, mage hand, pres- Skills: Craft (trapmaking) +8, Hide +15, Listen +12,
tidigitation, read magic; 1st—charm person, cure light Move Silently +15, Perform +4, Profession (book-
wounds, grease, ventriloquism; 2nd—invisibility, mirror keeper) +4, Ride +6, Spot +12, Tumble +11, Wilderness
image, misdirection (already cast), suggestion; 3rd—dispel Lore +9. Feats: Combat Reflexes, Dodge, Improved Ini-
magic, haste. tiative, Iron Will, Mobility, Spring Attack, Track.
WORMS IN THE
EXCHEQUERY
Possessions: +1 shock shortbow, wand of haste (9 charges), Spells Prepared (2/1, base save DC = 12 + spell level):
wand of dispel magic (12 charges), bracers of armor +4, ring 1st—read magic, resist elements; 2nd—detect good.
of protection +2, cloak of resistance +2, potion of cure moder- Possessions: +3 chain shirt, adamantine buckler (worn
ate wounds, potion of glibness, potion of nondetection only when Spring Attacking), +2 frost longsword, +1
(already consumed), silver dagger, 30 arrows, pouch short sword, wand of cure serious wounds (8 charges), ring
with 10 pp. of protection +2, cloak of resistance +3, potion of bull’s
d Coalfinger, Male Human Rog7/Shd6: CR 13; strength, potion of cat’s grace, potion of fly, potion of nonde-
Medium-size Humanoid (6 ft. 1 in. tall); HD 7d6+14 tection (already consumed), masterwork shortbow
6d8+12; hp 81; Init +9; Spd 30 ft.; AC 23, touch 15, flat- with 30 arrows, chancellor’s chasuble of office, money
footed 23 (increase AC by +4 when Samuel is hasted); belt with 10 pp and 7 aquamarines (500 gp each), the
Atk +16/+11 melee (1d6+3/crit 15–20, +2 keen rapier), Infanta’s jewels (5,000 gp jacinth tiara, 4,200 gp plat-
+15/+10 ranged (1d6/crit ×3, masterwork shortbow); inum and jacinth necklace, 2,800 gp gold and jacinth
SA sneak attack +4d6; SQ evasion, hide in plain sight, navel ring).
evasion, darkvision, shadow illusion, summon shadow, Tactics: The Worms are likely alerted to the PCs’
defensive roll, shadow jump (40 ft.), summon shadow, presence by the shadows in area 2. In this case, they
uncanny dodge (Dex bonus to AC, can’t be flanked, +2 hide, observe the PCs, and then either parley or attack.
vs. traps); AL N; SV Fort +6, Ref +15, Will +3; Str 13, If the PCs surprise the Worms in the Vertical Records,
Dex 20, Con 14, Int 10, Wis 8, Cha 8. then all three thieves immediately attempt to hide,
Skills: Balance +17, Craft (trapmaking) +11, Deci- move away, and approach the PCs later.
pher Script +5, Disable Device +5, Hide +31, Jump +11, If the PCs appear traitorous, larcenous, gullible, or
Listen +9, Move Silently +20, Open Lock +11, Perform surpassingly powerful, the Worms attempt to parley.
+4, Pick Pocket +12, Read Lips +4, Search +5, Spot +9, In the latter two cases, Snigrot plays the victim while
Tumble +16, Use Magic Device +9. Feats: Combat the other two Worms hide. Snigrot claims to have
Reflexes, Dodge, Improved Initiative, Mobility, Spring been forced to unlock the chest containing the
Attack, Weapon Finesse (rapier). Infanta’s jewels. He claims to have been held against
Possessions: +2 shadow studded leather, +2 keen rapier, his will, perhaps as a hostage, by two thieves who have
amulet of natural armor +3, wand of dispel magic (10 “only now disappeared, probably chased off by your
charges), potion of cure moderate wounds, potion of ghoul clearly superior puissance,” and he begs the PCs to
touch, potion of jumping, potion of nondetection (already help him exit and clear his name. In reality, he exits
consumed), masterwork shortbow with 30 arrows, and finds a way to extract his fellows.
pouch with 8 alexandrite gems (500 gp each), three If the PCs appear likely to betray the kingdom, or if
worm-eaten roses to be left as calling cards. they appear to be thieves themselves, then Blake drinks
d Lord Chancellor Snigrot Ripbark, Male his potion of glibness and offers to split the jewels with
Human Rgr8/Shd5: CR 13; Medium-size Humanoid them in exchange for a way out past the Royal Hal-
(5 ft. 11 in. tall); HD 8d10+32 plus 4d8+16; hp 121; Init berdiers (Blake might also use his fascinate and suggestion
+5; Spd 30 ft.; AC 22, touch 13, flat-footed 22 (increase abilities to aid the negotiations or to set up an ambush if
AC by +4 when Lord Ripbark is hasted); Atk they fail). If any parley attempt fails, Snigrot retreats
+16/+11/+6 melee (1d8+5 plus 1d6 cold/crit 19–20, +2 while Coalfinger snipes with his shortbow from the
longsword), or +14/+9/+4 melee (1d8+5 plus 1d6 shadows, hoping to gain a sneak attack on a spellcaster
cold/crit 19–20, +2 longsword) and +14 melee and interrupt a spell. Blake hits himself, Snigrot, and
(1d6+2/crit 19–20, +1 short sword), or +13/+8/+3 Coalfinger, in that order, with his wand of haste.
ranged (1d6/crit ×3, masterwork shortbow); SA Samuel Blake: In combat—or before combat, if he
favored enemies (1st—humans, 2nd—animals), two- has the time—Blake uses his wand of haste in the order
weapon fighting ability; SQ hide in plain sight, eva- given, and then he recites poetry to inspire greatness
sion, darkvision, shadow illusion, summon shadow, in Snigrot (this grants +2d10 temporary hit points, +2
64
on attack rolls, and +1 on Fortitude saves on the Lord In dire circumstances, the Worms use their shad-
Chancellor). He attempts to end every round by owjump ability to leap to another room and heal them-
hiding in plain sight. selves with potions or Snigrot’s wand. They then hide
After using his wand of haste and inspiring greatness, in the shadows and attempt to ambush the PCs again.
Blake takes a command-and-support role in combat. Trap (EL 1): The Rose Worms have constructed a
The Worms are acutely aware that if they stand toe-to- makeshift net trap here out of rope and palette
toe with fighter-types, they will be slaughtered. They bindings.
adopt a hit-and-run approach, attacking and then a Large Net Trap: CR 1; +5 melee (see note);
hiding, fighting throughout the building, using their Search (DC 20); Disable Device (DC 25).
WORMS IN THE
EXCHEQUERY
Spring Attack feats to maximum advantage. Any sur- Note: Characters in 10-ft. square are grappled by net
viving shadows or shadow servants are directed to (Str 15) if they fail a Reflex save (DC 14).
concentrate their attacks on the same foe (see below)
that Coalfinger and Snigrot are attacking.
If the Worms are being hurt by magic, Blake readies CONCLUSION
actions with his wand of dispel magic to counterspell If the heroes defeat the Worms, they can exit and tell
enemy spellcasters. If melee attacks are taking a toll on the Reticulated Castellan that it is safe to enter and
the Worms, Blake uses suggestion or even charm person retrieve the thieves. Shortly thereafter, the heroes
on a fighter who appears to have a low Will save. Ven- receive the Electrum Etoile, the kingdom’s highest
triloquism is cast to distract the enemy. Blake throws up civilian honor, in addition to their other promised
a mirror image if an enemy engages him. If a foe rewards. If the PCs rescued Lucky Badenbot, he offers
appears to be tottering on the brink of death, Blake to become their financial advisor (which translates
uses his shortbow to push the character over the edge. into a 1d10% discount on all financial dealings within
Coalfinger: Coalfinger is a classic guerrilla fighter, the Kingdom) for standard hireling rates (see the DUN-
springing from the shadows, attacking, and then GEON MASTER’s Guide, page 149).
retreating to the shadows once more. With the haste If the PCs fall for Snigrot’s deception, then in a
spell on him and his Spring Attack feat, he moves, matter of days the Rose Worms make it known that
sneak attacks with his rapier, continues moving, and they escaped with the jewels after all. The PCs’ names
hides. He prefers to strike at wizards, sorcerers, or cler- are sullied, and they suffer a –2 penalty on Diplomacy
ics, focusing his attacks with Snigrot while Blake uses checks in the Kingdom for the following year.
dispel magic to lower the spellcaster’s defenses. If the PCs are defeated in combat by the Rose
If Coalfinger has time, he drinks his potion of jump- Worms, then the thieves attempt to use the PCs as
ing so that he can leap down from the catwalks in the hostages to negotiate an escape. If the situation is not
Vertical Records, attack, and then leap back up out of resolved in another day, the Reticulated Castellan
reach. He might also try this tactic if the fight moves searches for and sends in another rescue party.
to the balcony overlooking the Teller’s Hall. In any case, the heroes have come to the attention of
Snigrot Ripbark: Before combat, or if he must, in both the Court and the Rose Worms. Surviving
the first round of combat, Snigrot consumes his potion of Worms might wish revenge on the PCs, as might other
fly. If he has time, he consumes his other two potions. members of the gang, or the Infanta might need an
Then he uses his Spring Attack feat combined with the escort back to her southern lands. Ω
haste from Blake’s wand to move, attack with his sword,
continue moving, and heal with his wand. He attacks This adventure was in part inspired by the Dialogue Con-
arcane spellcasters first, teaming up with Coalfinger to cerning the Exchequer, a 12th-century English treatise I
try to bring down one foe quickly. He always seeks to came across when one of my students was working on a his-
end his movement out of the range of enemy melee tory project. You can read more about this literary treasure
fighters. He attempts to avoid damage, but he makes online at http://www.medievalhistory.net/excheq1.htm.
himself something of a target for two reasons: one, he
can absorb more blows than his fellow thieves, and two,
he attempts to draw the PCs attacking him into the
Embassies where they are attacked by the clay golem
(the golem does not attack the Worms as they wear the
Chancellor’s crest). If Snigrot sees a weak opponent on
the verge of death, he uses the full attack option to
finish that opponent. Otherwise, he shuns the full
attack option and performs hit-and-run strikes.
65
BY CHRISTOPHER PERKINS
CRITICAL THREATS ARTWORK BY JASON A. ENGLE
66
SPIRAL OF
MANZESSINE
68
SPIRAL OF
MANZESSINE
MANZESSINE
SPIRAL OF
BY DAVID NOONAN
ARTWORK BY WAYNE REYNOLDS AND JONATHAN WAYSHAK
69
state could be kept safely out of harm’s way. Mind flayer must not only contend with the mind flayer prison
scouting parties found a suitable series of caverns in a guards, an assortment of deadly magical traps, and the
little-traveled part of the Underdark. Intrigued by the mindless automatons that handle the prisoners, but
deadly gas that seeped from fissures nearby, the mind also the murderous dregs of mind flayer society, who
flayers built the Manzessine stronghold, and one by are eager to lash out at anyone that stands between
one, mind flayer criminals arrived at the prison’s gates them and freedom.
in shackles. There the prisoners were tortured periodi-
cally if they had information their masters wanted—or
if the torturers just needed the practice. CHARACTER HOOKS
MANZESSINE
Eventually Manzessine became home to other ene- If you’re adding “Spiral of Manzessine” to part 2 of City
SPIRAL OF
mies of the mind flayers, including a human sorcerer of the Spider Queen, the drow settlement described
who betrayed an important mind flayer lord and the above is Szith Morcane, and the larger drow city is
bugbear assassin cohort of a still-at-large mind flayer Maerimydra. The refugees are the result of fighting
revolutionary. Several near-escapes led the Manzessine between the Lolth loyalists in Szith Morcane and the
guards to erect a formidable series of magical traps and Kieransalee-worshipping invaders. The characters are
defenses to keep their prisoners in check. The flow of on their way to Maerimydra to stop the Great Reve-
prisoners from mind flayer society slowed to a trickle nance referred to in the letter to Dorina T’Sarran
about a decade ago, and the last prisoner arrived more (probably found in area S44 of Szith Morcane).
than two years ago. Since then, the Manzessine guards If you’re using “Spiral of Manzessine” as a stand-
started trading prison cell capacity with a nearby drow alone adventure, the characters need only be traveling
settlement. In exchange for the occasional delicacy (an through the Underdark on some errand (or just
unusual creature the drow have captured on the sur- exploring). Stymied by the cave-in, the characters take
face world), the mind flayers imprison and torture the obvious detour route through Manzessine prison.
those who fall afoul of drow society. Even a dark- The characters might be scouting out a new trade
skinned drow might go pale when threatened with route for a dwarven merchant family, chasing a duer-
imprisonment among the mind flayers. gar fugitive through the Underdark, or on the run
Several months ago, the drow settlement fell— themselves from a clutch of black dragons.
apparently to infighting among the drow noble fami- Because nearly anyone could be imprisoned in
lies, the mind flayers believe. Drow, bugbear, and Manzessine Prison, it’s easy to build an adventure out of
goblin refugees have been wandering the caverns near an effort to free a particular prisoner. If an important
Manzessine prison ever since, and the mind flayers NPC was recently captured by mind flayers or drow in
have found all of them quite tasty. But last week, a mas- your ongoing campaign, you can run “Spiral of Manzes-
sive cave-in blocked the main passageway between the sine” as a rescue adventure with little modification.
drow settlement and a larger drow city several hun- One unusual way to introduce “Spiral of Manzes-
dred miles away. The mind flayers have begun to clear sine” in your campaign, whether you’re playing City of
the rubble, because that passageway is the only one the Spider Queen or not, is to send the characters to the
wide enough for the quarterly resupply caravans to gates of Manzessine Prison if they get a “similar area”
reach Manzessine prison. result while teleporting through the Underdark, In City
of the Spider Queen particularly, there’s a good chance
that characters try long-distance teleports despite the
ADVENTURE SYNOPSIS risks described for faerzress in the “Magic and the
The characters, moving along a vast underground high- Underdark” section below.
way through the Underdark, find the passage blocked Finally, one of the most satisfying adventures in
by a massive cave-in. Amid the rubble, dozens of slaves D&D is the old-fashioned prison break scenario.
are tunneling through to the other side under the watch- Deprived of their weapons and equipment, characters
ful eye of mind flayers from nearby Manzessine prison, will find getting out of Manzessine prison a tough task
where the worst of mind flayer society is incarcerated. indeed. If you want to adapt “Spiral of Manzessine” as a
The characters can’t get beyond the cave-in, so they prison break scenario, either tone down the opposition
head toward Manzessine Prison, hoping it reconnects significantly or run it for 14th-level characters. The
with the main passage at some point. Their presence is characters start with no equipment, but they undoubt-
enough to put the prison on alert. As guards scurry to edly reequip themselves as the adventure progresses.
battle-stations, ready to protect the prison from the You’ll want to make some accommodation in a prison
characters, the mind flayer prisoners inside seize on break scenario for wizard PCs; it’s no fun to spend a
the distraction to attempt an escape. The character whole adventure as a wizard without a spellbook.
70
MAGIC AND THE UNDERDARK without error) must make a Spellcraft check against a
Why not just teleport beyond the cave-in? DC of 25. If the check is successful, the spell works
The Underdark of Faerûn is suffused with a magical properly. If it fails, the character suffers a mishap and
radiation that the drow call faerzress. A remnant of the an off-target result as described above.
mighty forces that shaped the terrain of the Under- The effects of faerzress on spells is not widely
dark, faerzress distorts and interferes with certain known among surface-dwelling characters. Before a
types of magic. In the context of this adventure, character attempts a spell that would be affected by
faerzress has the following effects: the Underdark’s magical conditions, you should allow
• Scry checks made for scrying on a target located the caster a Knowledge (arcana) check (DC 25). If the
MANZESSINE
within the Underdark (as opposed to checks made to check is successful, the spell works properly. If it fails,
SPIRAL OF
detect magical sensors) suffer a –4 penalty because of the character suffers a mishap and an off-target result
the interference of faerzress on Divination magic. as described above.
• Transmutation [teleportation] spells and effects
such as teleport, word of recall, refuge, and even teleport THE CAVE-IN (EL 12)
without error do not work reliably over distances more In general, traveling through the Underdark isn’t
than one mile when either the origin or the destination much different than moving around a dungeon. At
is within the Underdark. A character who casts the tele- any given time, there is a 50% chance that the party is
port spell or uses an ability that duplicates the spell passing through a cavern and a 50% chance that the
must make a Spellcraft check against a DC of 35. If the party is following a tunnel. The typical cavern is 70 to
check is successful, the spell works properly. If it fails, 160 feet long (1d10+6 × 10) and 20 to 50 (1d4+1 × 10
the teleporting character automatically suffers a mishap, feet wide. The typical tunnel is 100 to 1,000 feet long
just as if he had rolled 100 on the table in the teleport (1d10 × 100) and 5 to 20 feet wide (5d4). Streams and
spell description, followed by an off-target result. lakes are very common, and at infrequent occasions
A character using a normally infallible form of the travelers must wade icy cold water for hundreds of
teleportation magic (such as word of recall or teleport feet at a stretch.
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SCALING THE ADVENTURE
“Spiral of Manzessine” is intended for four 11th-level char- forcements are on their way to the prison and will arrive in
acters, but it can be modified for parties of different sizes or less than an hour or so. Perhaps the reinforcements consist
levels. Many of the antagonists are creatures with classes, of a group of drow fighters from a nearby settlement, come
so the easiest way to adjust the overall difficulty of the to interrogate one of the prisoners the mind flayers have
adventure is to increase or decrease their levels. Consider been holding. Alternatively, more of the prisoners and
adapting the adventure as follows: guards might have escaped death, allowing you to increase
9th- and 10th-level PCs: Run the adventure as written,but the number of foes in some areas.
with the following additional changes: • Increase all classed NPCs by one or two class levels.
• Many of the encounters as written are difficult, but not • Increase the number of mind flayers at the cave-in to six.
out of the question, for a group of this level. You might try • Make the cryohydra in area 6 a 12-headed cryohydra.
adjusting the time frame of the adventure a bit to allow the • Increase the number of flesh golems in areas 3 and 7
PCs time to rest, heal, and replenish lost spells. It’s quite by two.
feasible that the situation in the prison reaches a stand-off • Increase the number of mind flayers in area 4 by four.
point that lasts for some time as the two sides skirmish 14th- and 15th-level PCs: Run the adventure with the
back and forth. changes described above (for 12th- and 13th-level PCs). In
• Reduce all classed NPCs by one or two class levels. addition, make the following changes:
• Provide the PCs with some expendable healing magic in • Increase all classed NPCs by three or four levels.
the form of found cure wounds potions, scrolls, or wands. • Add a mind flayer handler, in the process of feeding the
• Reduce the number of mind flayers at the cave-in to three. beast, to area 6.
• Make the cryohydra in area 6 an 8-headed hydra. • Replace roughly half the flesh golems with stone golems.
• Reduce the number of flesh golems in area 3 and 7 by one. • The summoning trap in area 15 summons a pit fiend
• Reduce the number of mind flayers in area 4 by four. instead of a gelugon.
12th- and 13th-level PCs: Run the adventure as written, • Change the stone golem in area 19 to an iron golem.
but with the following additional changes: Remember that changing the Encounter Levels should
• Many of the encounters as written are too easy for a change the amount of treasure in the adventure. Consult
group of this level. One way to make the adventure more page 170 in the DUNGEON MASTER’s Guide (Tables 7-2, 7-3,
challenging is to add a sense of urgency to the adventure. and 7-4) to determine treasure appropriate to the new
Perhaps the PCs learn that a group of mind flayer rein- encounters.
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71
Walls: Walls, for the most part, are unworked stone. probably won’t attack the characters.
s Unworked Stone Walls: At least 5 feet thick, d Mind Flayers (4): hp 44, 42, 41, 51; Monster
hardness 8; hp 900 (per 5 feet of thickness); AC 3; Manual 136.
break DC 65; Climb DC 20. d Duergar Com1 (7): hp 5, 3, 6, 6, 5, 7, 2; Monster
Floors: Floors in the Underdark are natural stone. Manual 81.
Running and charging are impossible on these sur- d Hobgoblins (15): hp 5, 8, 5, 4, 6, 6, 5, 8, 3, 3, 5, 4,
faces. Small stalagmites are common. 6, 5, 4; Monster Manual 119.
Ceilings: Ceilings in the Underdark are natural d Drow Com1 (4): hp 2, 3, 4, 3; Monster Manual 86.
unworked stone and range from 15 to 20 feet high. d Pack Lizards (4): hp 81, 78; see Appendix.
MANZESSINE
Stalactites are common. Tactics: The mind flayers overseeing the tunnelers
SPIRAL OF
MANZESSINE
the cave-in at this point, ignoring the passageway to because it’s not a known or obvious locale. Scrying
SPIRAL OF
Manzessine Prison. Let them try, but even with magic, works on people, not locations. Contact other plane, div-
it’ll be a tough task. Dimension door lacks the range to ination, and commune won’t provide specific enough
get through a mile of solid rock, and teleport is a dan- information to navigate beyond the barrier, although
gerous, uncertain solution because of the faerzress they might tell the characters just how massive the
effect described above. Most plans for magically cave-in is.
bypassing the cave-in fail for a more subtle reason, Ad-Hoc XP Adjustment: Because the thralls are
however: It’s hard to know exactly where the passage- unarmed and mostly noncombatants, they aren’t a
way resumes a mile away, and it’s difficult to navigate challenge. Characters only earn experience for over-
with precision through solid stone. The biggest barrier coming the mind flayers.
to teleport isn’t the faerzress; it’s the difficulty in getting
a description of the destination. 1. BRIDGE OF FUMES (EL VARIABLE)
Characters who try to dig their way through the After an uneventful two-mile journey from the cave-
cave-in probably make faster progress than the mind in site (through typical Underdark caverns described
flayer thralls, but they probably get discouraged and above), the characters arrive at Manzessine Prison. To
give up eventually. Disintegrate only digs out 10 feet of gain entry, they must cross the bridge and deal with its
corridor, and it definitely needs shoring up if the char- guards.
acters want a safe passage to travel down. Passwall
works a little better, digging faster and making more Between two massive stalagmites is a natural stone
stable tunnels. Still, an 11th-level arcane spellcaster bridge that crosses a chasm, ending at an iron
needs to cast hundreds of passwalls to get all the way portcullis. To either side of the portcullis are hol-
through the cave-in—probably an impossible task, lowed-out stalactites ending 10 feet from the ledge.
given that passwall only lasts for 1 hour per level. Two strange, patchwork-skin mockeries of giant
Polymorphing the whole group into burrowing crea- mind flayers stand on the ledge. The bottom of the
tures such as umber hulks is an effective solution, but chasm can’t be seen—not because it’s necessarily
keep in mind that not every burrowing creature can deep, but because it’s full of a green, glowing gas.
burrow through rock (umber hulks can). Simply Wisps of the sulphurous gas extend to about 5 feet
having one character burrow ahead of the group won’t below the bridge.
work, because the tunnel collapses right behind the
burrower. Navigating remains a problem, too. One of the stalactites contains Xalliordel, the mind
Other spells might prove more useful, but none is a flayer sentry responsible for keeping intruders out of
guarantee. Ethereal jaunt targets only the caster, and its Manzessine Prison. If a telepathic warning to intrud-
duration is too short to travel all the way to where the ers doesn’t work, he orders the flesh golems to attack
passageway resumes. Etherealness might work if the and sound the alarm.
characters are unusually fast and travel unerringly in a The gas glows with a soft green neonlike effect
straight line through the cave-in. If they’re even equivalent to the light of a full moon on the surface.
slightly off-course or travel slowly, they won’t make it Three other features exist in this area, although the
through the cave-in in time. characters are unlikely to notice them. Near the bottom
The shadow walk spell is probably beyond the of the chasm—100 feet down—is the natural vent
powers of a PC wizard, but an arcane spellcaster with a through which the green gas seeps. There’s also a valve
shadow walk scroll might be able to bypass the cave-in. mechanism controlled by the levers in area 23. And
Again, navigation through the solid rock is a signifi- along the south edge of the wall, at about bridge height,
cant hurdle. is a small viewport that allows a character in area 23 to
As an aid to navigation, find the path is probably the watch the bridge and the gas. A successful Spot check
most effective Divination spell. If the characters are (DC 30) allows a character to notice the viewport.
73
Trap (EL 8): The green gas is poisonous oorga gas, extracts the brain, killing the victim.
strong enough to kill many victims within a minute. Improved Grab (Ex): Xalliordel must hit a Small to
It’s safe to walk on the bridge and the ledge, but any Large creature with a tentacle. If he hits, he gets a free
character who flies below the bridge or falls off it is grapple check to establish a hold. If successful, he can
subject to the poison every round he inhales the gas. attach the remaining tentacles with another successful
The oorga gas doesn’t affect the flesh golems, of grapple check. If the foe is trying to escape, the mind
course. But the golems and Xalliordel watch the wisps flayer gets a +2 circumstance bonus for every tentacle
of oorga gas very carefully. There’s almost no air move- attached at the beginning of the turn.
ment in the cavern normally, so if the wisps move, the Mind Blast (Sp): 60-ft. cone; Will save (DC 19) or be
MANZESSINE
guards know something is moving invisibly through stunned for 3d4 rounds.
SPIRAL OF
the cavern. Characters who walk on the bridge or fly Psionics (Sp): At will—astral projection, charm monster,
10 feet above it disturb the gas unless they are them- detect thoughts, levitate, plane shift, suggestion. Caster level
selves incorporeal, gaseous, or ethereal. 8th; save DC 15 + spell level.
a Oorga Gas: CR 8; Inhaled; Fortitude save (DC Telepathy (Su): Xalliordel can communicate tele-
18) resists; 1d6 Con/2d6 Con. pathically with any creature within 100 ft. that has a
Creatures (EL 12): Two flesh golems, made mostly language.
from drow and mind flayer parts, guard the gate at all Spells Prepared (4/5/3; base save DC = 15 + spell level):
times. When the characters arrive, a 3rd-level mind 0—cure minor wounds, detect magic ×2, guidance; 1st—
flayer cleric named Xalliordel is on duty in the north detect good, detect chaos, entropic shield, protection from
stalactite. good*, shield of faith; 2nd—calm emotions*, hold person,
The characters can’t see them right away, but a zone of truth.
shrieker grows on the east exterior of each stalactite. *Domain spell. Domains: Evil (+1 caster level for evil
d Xalliordel, Male Mind Flayer Clr3: CR 11; spells), Law (+1 caster level for lawful spells).
Medium-size Aberration; 8d8+16 (mind flayer) plus Possessions: +2 breastplate, wand of silence (46 charges),
3d8+6 (Clr); hp 73; Init +7; Spd 20 ft.; AC 23, touch 13, potion of cure moderate wounds, scroll of invisibility purge.
flat-footed 20; Atk +11 (1d4, 4 tentacles); SA mind blast, d Flesh Golems (2): hp 51, 48; Monster Manual 108.
psionics, improved grab, extract; SQ telepathy; SR 25; d Shriekers (2): hp 10, 9; Monster Manual 93.
AL LE; Fort +7, Ref +6, Will +14; Str 10, Dex 16, Con Tactics: As soon as Xalliordel suspects the existence
15, Int 18, Wis 21, Cha 20. of intruders, he says (telepathically if the intruder is
Skills: Concentration +13, Hide +9, Intimidate +12, visible, in Undercommon if the intruder can’t be
Knowledge (religion) +9, Knowledge (Underdark) +9, seen), “Come no further. State your business clearly
Listen +16, Move Silently +8, Sense Motive +10, Spell- and completely, or go immediately whence you came.
craft +14, Spot +16. Feats: Alertness, Combat Casting, We eat visitors.”
Dodge, Improved Initiative, Mobility, Weapon Finesse The characters might attempt to talk their way past
(tentacle). the guard by making threats, employing a ruse, or rely-
Extract (Ex): If Xalliordel begins a turn with all ing on the mind flayers’ good nature (unlikely). Xal-
four tentacles attached, and maintains his hold, he liordel banters with the characters so long as they
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PRISON BREAK
Once the shriekers start screaming, Manzessine Prison of the bars to get a dispel magic off. Albossk dispels the sig-
goes on alert. Once they see guards scurrying about, twelve ils of suppression on Dyema’s cell, then Dyema begins using
of the prisoners launch their escape attempt. telekinesis to manipulate the locks to free the conspirators.
All the prisoners have the tattoo of dimensional anchor, so In less than a minute, they’re all out of their cells, but the
the mind flayers among them can’t use their astral projec- Manzessine prison guards discover the escapees. A battle
tion or plane shift abilities. They’re also confined to their ensues, with the escapees heading both downward and
cells at all times, unless they’re on their way to or from the upward. In both cases, the escape attempts stall when the
torture chamber. Finally, sigils of static carved into each prisoners meet more serious opposition (in areas 7–10 and
prison cell prevent the prisoners from communicating with area 19). But the escapees are probably still on the loose
each other, and spellcasters have sigils of suppression on when the characters arrive on the scene.
their cells as well The escape happens quickly, so it’s unlikely that the PCs
But by leaving messages for each other in one of the echo see it happen. But they see its aftermath, and they probably
stones in the torture chamber, the prisoners slowly formed stumble onto one or both of the standoffs that have devel-
a conspiracy, then an escape plan. Albossk, the mind flayer oped between the escapees and their former captors.
cleric, uses his Escape Artist skill to squeeze far enough out
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74
to Szith Morcane
Hollow 3
to Prison
Stalactites
Gas
to Cave In Ramp Down
MANZESSINE
SPIRAL OF
1 2
Cave In 23 5 4
8
6
23 Spiral Down to 7
7
22
9
22 Spiral up to 6
11
10
28
21
12
26 29
25
27 14
13
to 15
20
18
to 14
Stalactites
15 Stalagmites
to 19
17 Curtain
16 Rubble
Secret Door
to 20 16
Iris Valve Door
16 Stairs
Ladder
16 (arrow indicates
19 descent)
75
don’t try to cross the chasm or obviously set up an natural caverns; the mind flayers took advantage of
attack. Once the characters have spoken to him for a many natural caverns when they built the prison cen-
bit, have them attempt the relevant opposed check turies ago.
(Bluff, Diplomacy, or Intimidate) against Xalliordel’s Walls: Walls in the natural caverns are unworked
Sense Motive check. The best the characters can real- stone. Finished chambers have a layer of masonry cov-
istically hope for is a delay while Xalliordel sends a ering the hewn stone.
hobgoblin slave to get Lugrihoomius in area 12. If Xal- s Unworked Stone Walls: At least 5 feet thick;
liordel wins the check, he simply says, “Retreat now or hardness 8; hp 900 (per 5 feet of thickness); AC 3;
be slain.” Combat starts the following round. break DC 65; Climb DC 20.
MANZESSINE
Needless to say, Manzessine Prison doesn’t get many s Masonry Walls: 1 ft. thick; hardness 8; hp 90; AC
SPIRAL OF
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76
2. PRISON ENTRYWAY Tactics: Unless the characters can make the correct
Beyond the portcullis is a chamber of worked stone gesture (arms crossed overhead), the golems attack.
with a ramp leading downward and to the east. Fres- They’re unsubtle but tenacious, engaging in melee
coes cover the walls, depicting various Underdark combat at every opportunity, heedless of the danger.
races (mostly mind flayers, but also drow, duergar, Treasure: All kinds of mundane equipment is here,
and others) drowning in a sea of purple and tenta- including almost any of the gear found in Chapter 7 of
cles. A wheel and lever mechanism is embedded in the Player ’s Handbook. There aren’t any weapons or
the wall. Along the west wall are two small door- armor here. It’s unlikely that characters give the equip-
ways about 20 feet high. ment here more than a cursory notice. Most of the
MANZESSINE
food here is dried; the kitchen (area 10) has fresh food
SPIRAL OF
The doorways lead into the hollow stalactites in area for both the mind flayers and their humanoid slaves. A
1. (The mind flayers can all levitate, so they typically strongbox near the back (Search DC 20) marked
dispense with ladders.) The wheel raises and lowers “Drow Bribe Proceeds” has 2,000 gp and 1,500 sp.
the portcullis, and the lever locks it in position.
Development: Once the alarm goes off, four flesh 4. BARRACKS (EL VARIABLE)
golems are supposed to guard the entryway and These are the living quarters for the rank-and-file
repulse any intruders. But the mind flayers have erred, mind flayer guards in Manzessine Prison. Most of
locking the golems in the storage cave (area 3). them rush toward the prison cells when the alarm
sounds. If the alarm has sounded, most of them are
3. STORAGE CAVE (EL 11) dead in areas 7 and 8. But two stragglers remain in the
If the alarm has been sounded, read the following: armory (area 5).
This is also the first place characters encounter one
Behind the two wooden doors, you can hear dull of the iris valve doors. Once they’re through it, read
thumping and pounding at irregular but frequent the following:
intervals.
Walls and curtains divide these rooms from the
The sound is the four flesh golems inside, trying to hallway that continues south. In each are eight egg-
get out. A successful Listen check (DC 20) reveals the shaped beds, each with a matching wood-and-iron
sound of shuffles and footsteps and indicates that the footlocker.
pounding sounds like flesh on wood.
Once the characters open the doors, read them the The iris-valve door on the south side of the room is
following (you might want to complete the combat typically kept closed but unlocked.
first): Creatures (EL 14): If the alarm hasn’t sounded yet,
there are eight mind flayers present—four in each
This cave is full of crates and barrels, all clearly room. But if the alarm has sounded, the barracks are
marked in Undercommon: rope, extra shackles, empty.
glassware, brain jerky, and so on. Two wagons—one d Mind Flayers (8): hp 43, 45 51, 49, 44, 41, 32, 45;
with a broken axle—sit just inside the door, and Monster Manual 136.
animal droppings are scattered across the floor. Tactics: The mind flayers are almost certainly
unaware of the characters’ presence unless they
The animal droppings are from the pack lizards simply walk in. They do whatever it takes to flee so
encountered near the cave-in. they can warn the rest of the prison, including suffer-
Creatures: Four flesh golems are stored here as a ing attacks of opportunity so their fellows can get past
reserve in case the existing ones are destroyed or go the PCs. They’re also willing to mind blast each other if
berserk. They have orders to seize and hold the entry- doing so gets all or most of the intruders as well. If
way (area 1), but the door is locked and they don’t reduced to 5 hp or less, they use plane shift to escape.
know how to open it. They pound fruitlessly at the Treasure: The footlockers each have good locks
door until someone lets them out or for 2 hours. If the (Open Lock DC 30), but each mind flayer has the key
characters open the door, they immediately attack. to its own locker. Thus half the footlockers present no
If the alarm hasn’t sounded yet, they emerge from obstacle if the PCs defeat the mind flayers. Inside the
crates, then attack anyone who doesn’t make the footlockers are extra robes, various knickknacks and
proper hand gesture. religious icons, and a total of 250 gp.
d Flesh Golems (4): hp 50, 60, 48, 47; Monster Development: Keep track of how much noise the
Manual 108. characters make here; if there are mind flayers in area
77
5, they might hear the PCs. The DCs for the mind flay- The spiral ramp, buttressed against itself periodi-
ers’ Listen checks are +9 to hear things in the western cally, goes down for 90 feet (six complete spirals).
barracks room and +13 to hear in the eastern barracks, With no railings or visible means of support, it seems
due to distance and the door. unsafe but is actually sturdy enough to walk on (but
This is also the first place where the characters see the Development section below). But there is a
might see the oorga gas vents. real danger: the cryohydra guardian.
Ad-Hoc XP Adjustment: Characters gain no expe- Creatures: The cryohydra sits on a ledge out of view
rience for mind flayers who successfully flee, because from the top of the spiral ramp. But once the charac-
mind flayers would rather warn the rest of the prison ters have completed their first circle downward,
MANZESSINE
than fight. they’re right across from it, and the cryohydra
SPIRAL OF
breathes on them.
5. BASIC ARMORY (EL VARIABLE) The cryohydra knows all the prison guards and
This is where the mind flayer guards keep weapons slaves by scent and won’t attack them because it knows
and other gear when they aren’t on duty. they feed it. For this reason, feeding the hydra is a
mandatory duty for guards at Manzessine Prison.
A rickety wooden stairway winds down along the They’ve grown the hydra from an egg, and it’s too large
wall of this octagonal room. Racks on the walls hold to fit out of this cavern now.
an array of spears, tridents, and whips. Shackles, d Eleven-Headed Cryohydra: hp 120; Monster
chains, and truncheons also hang from the walls. A Manual.
round table in the center of the room is covered Tactics: The cryohydra breathes on intruders as
with arrow shafts, heads, and feathers. soon as they come around the curve of the spiral ramp,
then bites as far as it can reach with its heads. It con-
If the alarm has sounded, two mind flayers are here, tinues this routine as long as it can. If the characters
grabbing weapons. If they heard the characters back in retreat beyond its reach, it’s content to breathe at them
area 4, they’re ready for a fight; otherwise the charac- until its taken 60 points of damage. If it’s more than
ters are likely to surprise them. half wounded or the characters rush past it heading
One of the mind flayer guards was learning fletch- downward, it backs up, then attempts a running jump
ing, hence the mess on the center table. across to the spiral ramp (which the hydra makes auto-
Creatures (EL 9): The two mind flayers are only matically), before chasing down the PCs. It’s not smart
here if the alarm has been sounded. If the characters enough to try bull-rushing the characters off the spiral
somehow sneak in here, the armory is deserted. ramp, unless the characters try that tactic on it first.
d Mind Flayers (2): hp 43, 45; Monster Manual 136. Development: The cryohydra’s massive weight
Tactics: The mind flayers use mind blasts as long as might be too much for the spiral ramp to bear. There is
the characters don’t rush them and they have more a 20% chance each round, checked at the end of the
than 15 hp. If they’re badly wounded they try to rush hydra’s turn, that the ramp begins to crumble and large
the PCs, using their tentacles to get one last good meal cracks appear. At the end of the hydra’s next turn, the
before going down. spiral ramp collapses. Anyone still on the ramp takes
Treasure: There are 1d6+6 each of the following falling damage as normal, then another 5d6 points of
weapons: clubs, daggers, halfspears, heavy crossbows, damage from the rubble that was once the spiral ramp.
nets, saps, shortspears, tridents, and whips. There are
1d3 suits each of the following armor: banded mail, 7. ALCOVE CHECKPOINT (EL 10)
full plate, and mithral breastplate. The dead mind flayers probably get the players’ atten-
Development: The mind flayers might bargain for tion, but the real threat are the flesh golems hiding in
their lives, but they aren’t willing to give up any infor- alcoves above the doors. (Omit the mind flayers if the
mation of consequence. They intimate that they know prison still isn’t on alert.)
a great deal, however, trying to buy time and watching
for the PCs to let their guards down or make a mistake Beyond the door is a high-ceilinged natural cavern
the mind flayers can exploit. about 40 feet across. A wooden door seems to be the
room’s only salient feature—other than the two
6. SPIRAL RAMP (EL 12) dead mind flayers that lie in front of the door.
This 60-foot diameter circular cavern disappears
into the darkness below. In the center of the cavern If the players ask how tall the ceiling is, have the
is a corkscrew shaped ramp that spirals counter- characters make Spot checks to see the alcoves 30 feet
clockwise down into the gloom. up holding flesh golems (Hide –5). But if the charac-
78
ters immediately move into the
room because they’re curious
about the mind flayer bodies, the
flesh golems can drop to the
ground during the surprise
round.
Creatures: Three flesh golems
lurk in alcoves near the ceiling.
d Flesh Golems (3): hp 46,
MANZESSINE
46, 41; Monster Manual 108.
SPIRAL OF
Tactics: The flesh golems don’t
care about the 3d6 points of
damage they take from the fall. If
they can jump far enough from
their alcoves, they land on a PC,
dealing 6d6 points of damage. This
knocks both the golem and the PC
prone; scatter the golem into a
random adjacent square after land-
ing. After they land, the golems are
straightforward melee fighters,
showing a grasp of basic tactics
like flanking and ganging up on
one foe. But truly inventive tactics
are beyond them.
Development: The dead mind
flayers are casualties from the
major battle between the guards
and the escapees just beyond the
door. That battle has devolved into
a standoff that the characters prob-
ably upset.
If the alarm has sounded, add the following: Creatures (EL 13): Albossk, the ringleader of the
escapees, is waiting and listening at the top of the lad-
At the bottom of the first ladder lie three dead mind ders. He fled up here during a battle that encompassed
flayers. Draped over the top of the ladder is another areas 7–10 and was very dismayed to discover it wasn’t
mind flayer corpse. the way out of the prison. The guards who were chas-
ing him are now littering the ladder. They’ve all suf-
Assuming the alarm was sounded, Albossk is stand- fered brain extraction.
ing at the top of the second ladder, ready to use sugges- If the alarm hasn’t sounded yet, the lake is deserted.
tion, charm monster, or mind blast on the first character d Albossk, Male Mind Flayer Clr5: CR 13;
he sees. If and when the characters reach the top of Medium-size Aberration; 8d8 (mind flayer) plus 5d8
that ladder, read the following: (Clr); hp 54 (currently 51); Init +8; Spd 30 ft.; AC 17,
touch 14, flat-footed 13; Atk +13 (1d4+2, 4 tentacles);
79
SA mind blast, psionics, improved grab, extract; SQ 9. SLAVE QUARTERS (EL VARIABLE)
telepathy; SR 25; AL LE; Fort +6, Ref +7, Will +15; Str If the characters haven’t triggered an alarm yet, this
14, Dex 18, Con 10, Int 18, Wis 22, Cha 19. room is full of sleeping hobgoblin, drow, and duergar
Skills: Bluff +9, Concentration +11, Diplomacy +13, slaves, none of whom pose even the slightest chal-
Escape Artist +12, Hide +10, Knowledge (religion) +9, lenge for the characters.
Knowledge (Underdark) +9, Listen +16, Move Silently If the alarm has sounded, the slaves are dead and
+9, Spot +16. Feats: Alertness, Blind-Fighting, Combat two escapees have barricaded themselves in here.
Casting, Dodge, Improved Initiative, Weapon Finesse They’ve destroyed the continual flame, so it’s com-
(tentacle). pletely dark. If the characters have darkvision or bring
MANZESSINE
Extract (Ex): If Albossk begins a turn with all four a lights source to bear on the room, read the following:
SPIRAL OF
80
8th; save DC 15 + spell level. The mind flayers cook very little. If something
Telepathy (Su): Quasuliarint can communicate needs to be heated, they immerse it in the hot
telepathically with any creature within 100 ft. that has springs in the corner, which is hot enough to cook
a language. food (and flesh—the hot water deals 1d6 points of
Possessions: Masterwork crossbow, 5 bolts. damage per round).
d Thut-hakh, Male Bugbear Rog2/Asn7: CR 11; Creatures (EL 11): If the alarm has sounded, Lugri-
Medium-size Humanoid (goblinoid); 3d8+9 (bugbear) hoomius, the mind flayer who handles day-to-day
plus 2d6+6 (Rog) plus 7d6+21 (Asn); hp 81 (currently operations at the prison is here, along with her ever-
70); Init +8; Spd 30 ft.; AC 17, touch 14, flat-footed 13; present shield guardian companion. They attack
MANZESSINE
Atk +13 melee (1d4+4/19–20, dagger) or +13 ranged anyone who isn’t a known member of the prison staff.
SPIRAL OF
(1d4+4/19–20, dagger); SA sneak attack +5d6, death d Lugrihoomius, Female Mind Flayer Ftr2:
attack; SQ scent, evasion, poison use, uncanny dodge; Medium-size Aberration; 8d8+16 (mind flayer) plus
AL CE; Fort +6, Ref +15, Will +4; Str 18, Dex 18, Con 2d10+4 (Ftr); hp 63; Init +4; Spd 20 ft.; AC 25, touch 13,
16, Int 10, Wis 12, Cha 6. flat-footed 22; Atk +12 (1d4+3, 4 tentacles); SA mind
Skills: Climb +12, Hide +19, Listen +2, Move Silently blast, psionics, improved grab, extract; SQ telepathy; SR
+19, Open Lock +16, Spot +2. Feats: Dodge, Improved 25; AL LE; Fort +7, Ref +6, Will +8; Str 17, Dex 18, Con
Initiative, Mobility, Quick Draw. 15, Int 18, Wis 14, Cha 18.
Death Attack: If Thut-hakh studies his victim for 3 Skills: Bluff +9, Concentration +13, Hide +6, Intimi-
rounds, then makes a successful sneak attack with a date +9, Knowledge (nobility and royalty) +9, Knowl-
melee weapon, the target must succeed at a Fortitude edge (Underdark) +9, Listen +9, Move Silently +5,
save (DC 17) or die. Sense Motive +7, Spot +9. Feats: Alertness, Combat
Possessions: Six masterwork daggers. Casting, Dodge, Improved Initiative, Mobility, Spring
Tactics: As soon as the characters come to the door- Attack, Weapon Finesse (tentacle).
way, Thut-hakh begins studying one of the characters, Extract (Ex): If Lugrihoomius begins a turn with all
preferably an obvious spellcaster or lightly armored four tentacles attached, and maintains her hold, she
character, in preparation for a death attack. He has to extracts the brain, killing the victim.
peek around the corner of one of the pallets to do this, Improved Grab (Ex): Lugrihoomius must hit a
so characters might spot him (Thut-hakh’s Hide check Small to Large creature with a tentacle. If she hits, she
opposed by the PCs’ Spot checks, should they care to gets a free grapple check to establish a hold. If success-
make them). Quasuliarint waits until Thut-hakh ful, she can attach the remaining tentacles with
charges from behind a pallet, then opens up with another successful grapple check. If the foe is trying to
either his mind blast (if he can avoid hitting Thut- escape, the mind flayer gets a +2 circumstance bonus
hakh) or his heavy crossbow (if he can’t). for every tentacle attached at the beginning of the turn.
In melee, Thut-hakh uses the Mobility feat to get Mind Blast (Sp): 60-ft. cone; Will save (DC 19) or be
around the PCs, perhaps maneuvering for a flanking stunned for 3d4 rounds.
bonus if Quasuliarint is also drawn into melee. Psionics (Sp): At will—astral projection, charm monster,
Because he has the Quick Draw feat, Thut-hakh isn’t detect thoughts, levitate, plane shift, suggestion. Caster level
shy about throwing his daggers. 8th; save DC 15 + spell level.
Ad-Hoc XP Adjustment: Because Quasuliarint and Telepathy (Su): Lugrihoomius can communicate
Thut-hakh are underequipped, award 15% less experi- telepathically with any creature within 100 ft. that has
ence for this encounter. a language.
Possessions: +1 breastplate, +1 large steel shield, potion of
10. KITCHEN (EL VARIABLE) cure serious wounds, rope of entanglement.
If the alarm has sounded, Lugrihoomius, the second- d Shield Guardian: hp 80; Monster Manual 163.
in-command of Manzessine Prison, is in the kitchen, Tactics: If possible, Lugrihoomius uses her Spring
waiting for reinforcements to arrive before he rushes Attack feat from behind her shield guardian. If she
into the slave quarters. Otherwise it’s empty. hits with a tentacle, she attempts a brain extraction
rather than springing back to safety.
This is obviously a kitchen, dominated by a large
wooden table in the center. Pots and pans hang 11. FRESCO CHECKPOINT (EL 10)
from an iron ceiling rack, and boxes and jars line This room houses two bodaks, charged by a high-level
shelves on the walls. Steam rises from a pool of mind flayer cleric with guarding the prison cells
water in the corner. against unauthorized entry—or exit.
81
At the bottom of the stairs is a wedge-shaped room The runes are sigils of static and sigils of suppression.
covered with a fresco painting similar to the one in The top five stalactites are stalactites of stasis, so they
the entryway—various Underdark denizens don’t have sigils, which would be redundant. For
drowning in massive purple tentacles. There are details on these items, see the “New Magic Items” side-
double wooden doors on the east wall. Flanking bar.
them like butlers are two gray, gaunt forms. Their Creatures: In the unlikely event that the prison is
eyes are empty white orbs. still quiet, there are eleven prisoners here. After the
alarm, they scatter to various rooms.
If the alarm has sounded add the following: “Two d Albossk: hp 54; see area 8 for statistics.
MANZESSINE
mind flayers lie dead in the center of the room.” (They d Dyema: hp 42; see area 19 for statistics.
SPIRAL OF
rise as bodaks in a little less than 24 hours.) d Quasuliarint: hp 75; see area 9 for statistics.
Creatures: Two bodaks have guarded this room for d Thut-hakh: hp 81; see area 9 for statistics.
untold years, averting their gaze for authorized d Absterthelid: hp 81; see area 19 for statistics.
passersby. The bodak’s gaze killed two of the escapees, d Mind Flayers (8): hp 42, 31, 41, 50, 44, 47, 40, 40;
but Albossk, Quasuliarint, and Thut-hakh made their Monster Manual 136.
saves and fled through this room as fast as they could. Tactics: If the characters raise a ruckus here, the
d Bodaks (2): hp 57, 55; Monster Manual 27. prisoners attempt to escape as described in the “Prison
Tactics: The bodaks move to within 30 feet of the Break” sidebar above. They only fight the characters if
characters as soon as they can, then fight conserva- they have to—they’d much rather escape.
tively, waiting for their foes to fail their Fortitude saves Ad-Hoc XP Adjustment: The characters don’t get
and keel over. They won’t pursue foes beyond the experience for sneaking through a room full of
room, and they fight here until slain. locked-up prisoners, but they might earn experience if
they overcome anyone that gets free while the PCs are
12. OFFICER’S QUARTERS (EL in the room.
VARIABLE)
This area is probably empty. But if the characters still 14. CRUSHING ROOM (EL 10)
haven’t alerted anyone to their presence, Lugri- This small room is a deadly trap that separates the cells
hoomius and her shield guardian are here. from the lower parts of the prison.
An intricately carved desk with a plush chair block This room is almost entirely featureless. There’s a
the middle of this wide spot in the passageway. A door in the south wall, and four holes in a diamond
single piece of paper sits atop the desk. pattern to the left of the door. Unlike the other iris-
doors you’ve seen so far, this one has no opening
The paper is titled “ Torture Schedule” and says lever or lock.
“First-day—Thut-hakh; Third-Day—Absterthelid;
Sixth-Day—Albossk; Eighth-Day—Open.” If the alarm has sounded, add the following:
d Lugrihoomius: hp 63; see area 10 for complete
statistics. An obviously dead mind flayer lies in the center of
d Shield Guardian: hp 80; Monster Manual 163. the room in a pool of blood. He is a mess of bloody
Tactics: As described in area 10. pulp, compound fractures, and blunt trauma.
13. PRISON CELLS Trap: The four holes are a control panel that unlocks
If the alarm has sounded, nobody’s here. But normally, and opens the door, but it’s a control panel for mind
Albossk, Dyema, Quasuliarint, Thut-hakh, Absterthe- flayers. Lugrihoomius and Ulliphion are the only mind
lid, and eight other mind flayers are incarcerated here. flayers who know the correct sequence. They snake
their tentacles into the holes and press buttons at the
The ledge you’re standing on overlooks a vast end of each hole, then the door opens safely.
cavern that drops about 60 feet to jagged rocks The trap triggers if the characters enter the wrong
below. A rough ramp snakes downward, eventually code or touch the door without first entering the
reaching the cavern floor near an iris-valve door in code, which is north, east, west, south, south. Even if
the west wall. Above the serpentine ramp hang a characters know the sequence, they’re hard-pressed
series of stalactites, each with an iron-barred door. to actually reach the buttons; each hole snakes
On the lower two rows of stalactites, eldritch runes around several corners, so any poking implement
surround each door. Many of the doors hang open. must be flexible. Otherwise characters think they’ve
82
hit the buttons, when they really just poked the wall If the alarm hasn’t sounded yet, these rooms are
of each tentacle-hole. empty.
The trap itself is simple: The doors lock shut, and 2
rounds later the walls move together. On the third Each of these rooms contains a small writing desk,
round, the trap resets itself. bed, and an array of tapestries and other personal
a Crushing Room: CR 10; automatic reset; walls effects.
move together (16d6 points of damage); no attack roll
required; Search (DC 22); Disable Device (DC 20). Creatures (EL 12): The four mind flayers here are
Development: Assuming the alarm has sounded, not happy about winding up in a dead-end passage-
MANZESSINE
the characters find six small flasks just beyond the way. Two are listening at the door to area 15 while the
SPIRAL OF
south door. (Dyema and Absterthelid stole healing other two search the living quarters. If the listening
potions from guards they overpowered, then healed mind flayers hear something that obviously sounds
themselves after nearly being crushed by this room.) like the defeat of the gelugon, they telepathically con-
tact their fellows, then charge out into area 15.
15. PENTAGRAM CHECKPOINT (EL 10) d Mind Flayers (4): hp 44 (35 current), hp 41 (30
As soon as characters enter the room, read the following: current), hp 52 (38 current), hp 51 (31 current); Mon-
ster Manual 136.
With a puff of brimstone, a 12-foot tall insect with a Tactics: These mind flayers are cautious, all too
longspear appears in the center of a black and silver happy to use mind blast and their other spell-like abili-
pentagram inscribed in a circle on the floor. The ties from a distance. If forced into melee, they gang up
west wall has an iris-valve door, and the south and on spellcasters if possible, helping each other grapple.
east walls have wooden doors. Treasure: Secreted in various drawers and cabinets
in the living quarters are 1,000 pp, 5,000 gp, three 100-
Trap: A summon monster IX spell trap summons a gel- gp pearls, 750 gp worth of diamond dust, a lawful evil
ugon every time someone crosses the threshold of the candle of invocation (2 hours left) and a scarab of protection
doorway (treat the trigger as an alarm spell). The charac- (3 attacks left).
ters might assume that the devil is limited to the circle Development: If it’s been more than 20 minutes
as if it were a summoning circle, but several small since the prison break, assume that the mind flayers
breaks (Search DC 25 to find) render the circle useless. have found all the treasure described above.
a Summon Monster IX Trap: CR 10; proximity Ad-Hoc XP Adjustment: Because these mind flay-
trigger; summons 1 gelugon; Search (DC 34); Disable ers begin the encounter wounded, award 10% less
Device (DC 34). experience for this encounter.
d Gelugon: hp 113; Monster Manual 49.
Tactics: Unless the characters assail it immediately, 17. TORTURE CHAMBER (EL 11)
the gelugon pretends like it’s trapped within the circle This is the workshop of Jackie, a powerful night hag
(Bluff check modified by the PCs’ Sense Motive who tortures the prisoners on a regular basis.
check), hoping to draw the characters closer.
Development: When the prison break occurred, A balcony with four wooden chairs overlooks a
Dyema, Absterthelid, and five other mind flayers chamber of horrors: a rack, iron maiden, whips,
made it this far. They ran past the gelugon—Dyema thumbscrews, spiked wall shackles, and all the other
and Absterthelid south and the other five east—but implements of torture. Shelves on the wall have
one mind flayer died from gelugon-inflicted wounds smaller tools of the torturer’s trade, as well as an array
shortly thereafter. of jars, urns, and other containers. A hideous woman
Two of those mind flayers are listening at the door. next to the rack leers in your direction, dropping a
Depending on what they hear, they might enter this scalpel and whetstone on the ground.
room from area 16 and attack.
This room has oorga gas vents.
16. OFFICES/QUARTERS (EL VARIABLE) Creatures: Jackie is here regardless of the alarm—
These are the offices and living quarters of the elite her orders are to remain in the torture chamber until
mind flayer guards. Lugrihoomius has the northmost Lugrihoomius or Ulliphion comes by to tell her it’s all
room, Ulliphion has the next one, Jackie has the third, clear. But she takes great delight in tearing into the
and Xalliordel has the southmost. Four mind flayers flesh of characters who disturb her.
are ransacking these rooms looking for anything that
might help them get past the gelugon.
83
Disease (Ex): Demon fever—bite, Forti-
tude save (DC 18), incubation period 1 day;
damage 1d6 temporary Constitution. Each
day thereafter, on a failed save, the creature
must immediately succeed at another Forti-
tude save or take 1 point of permanent Con-
stitution drain.
Spell-Like Abilities: At will—detect
chaos, detect evil, detect good, detect law, detect
MANZESSINE
84
18. VIVISECTION LAB (EL 11) Creatures (EL 14): Dyema and Absterthelid are
Vivisection is just like dissection, except that it’s per- stuck, and they know it. After running past the gelu-
formed on the living. And a devourer here takes his gon trap, they ran straight into the stone golem
job very seriously. (marked G on the map) and retreated halfway up the
stairs. They’re arguing telepathically on the landing,
A carved-up mind flayer floats face-up about an trying to decide which foe to face.
inch above a large, bloody table, its organs clearly Creatures (EL 11): The golem has orders to attack
visible through the incision across its torso. A tall anyone coming down the stairs who doesn’t display the
skeleton with a smaller figure writhing within its correct gesture. It won’t chase characters up the stairs.
MANZESSINE
rib cage stands next to the table, its claws stained k Dyema, Male Human Sor10: CR 10; Medium-
SPIRAL OF
red with blood. size Humanoid; 10d4+20; hp 42; Init +2; Spd 30 ft., AC
12, touch 12, flat-footed 10; Atk +4 melee (1d3–1 subd-
The operating table has a stasis effect similar to the ual, unarmed); AL CE; Fort +5, Ref +5, Will +8; Str 8,
stalactites of stasis described in the “New Magic Items” Dex 14, Con 14, Int 10, Wis 12, Cha 18.
sidebar. The mind flayer on the table is less than a Skills: Concentration +15, Diplomacy +16, Spellcraft
second away from death, which means he takes a few +13. Feats: Combat Casting, Dodge, Empower Spell,
days to die on the table. The “surgeon” is Kyurik, a Spell Focus (Enchantment), Spell Focus (Transmuta-
devourer kept as a pet by the prison staff. tion).
This room has oorga gas vents. Spells Known (6/7/7/7/6/3; base DC = 14 + spell
Creatures: Like Jackie, Kyurik has orders to remain level): 0—arcane mark, daze*, dancing lights, detect magic,
here if an alarm sounds. It goes into the torture cham- light, open/close, ray of frost, read magic, resistance; 1st—
ber if it hears sounds of a struggle. charm person*, mage armor, magic missile, protection from
d Kyurik the Devourer: hp 79; Monster Manual 53. good, shield; 2nd—cat’s grace, endurance, invisibility, web;
Tactics: Kyurik has 12 levels of trapped essence 3rd—haste, hold person*, fly; 4th—polymorph self, poly-
when the fight starts. It tends to alternate between its morph other*; 5th—telekinesis*.
confusion spell-like ability and its trap essence attack, *Because of Spell Focus (Enchantment) and Spell
only using its claws against foes who have repeatedly Focus (Transmutation), the base DC for saves against
made their saves against these two attacks. these spells is 16 + spell level.
Development: If the characters pull the mind Possessions: None.
flayer off the table and cast a cure spell right away, they d Absterthelid, Male Mind Flayer Mnk5: CR
can save him. The mind flayer, another prisoner, 13; Medium-size Aberration; 8d8+16 (mind flayer)
gladly tells all he knows about the prison staff. If he plus 5d8+10 (Mnk); hp 81; Init +9; Spd 40 ft.; AC 24,
gets even slightly nervous, however, he plane shifts touch 21, flat-footed 19; Atk +15 (1d8, 4 tentacles); SA
away—his tattoo of dimensional anchor has been mind blast, psionics, improved grab, extract, stunning
removed already. attack; SQ telepathy, evasion, deflect arrows, still
mind, slow fall 20 ft., purity of body; SR 25; AL LE;
19. HALLWAY GUARDIAN (EL Fort +8, Ref +11, Will +15; Str 10, Dex 20, Con 15,
VARIABLE) Int 18, Wis 20, Cha 18.
When the characters begin heading down the first set Skills: Bluff +9, Concentration +13, Hide +19, Intim-
of stairs, read the following. idate +20, Knowledge (arcana) +9, Knowledge (Under-
dark) +9, Listen +12, Move Silently +17, Spot +12,
On the landing at the bottom of the stairs are a Tumble +21. Feats: Alertness, Dodge, Improved Initia-
human and a mind flayer, both dressed only in rags, tive, Mobility, Weapon Finesse (tentacle), Weapon
and staring at each other intently. The stairway Focus (tentacle).
turns west and continues heading down. Extract (Ex): If Absterthelid begins a turn with all
four tentacles attached, and maintains his hold, he
Dyema, a human sorcerer, and Absterthelid, a mind extracts the brain, killing the victim.
flayer monk, are both escapees. At the bottom of the Improved Grab (Ex): Must hit Small to large crea-
second stairway is a stone golem, patiently waiting at ture with tentacle. If he hits, he gets a free grapple
the point where the finished hallway yields to a natu- check to establish a hold. If successful, he can attach
ral stone passage. the remaining tentacles with another successful grap-
This encounter area has two encounter levels listed ple check. If the foe is trying to escape, the mind flayer
because it’s likely that the characters face Dyema and gets a +2 circumstance bonus for every tentacle
Absterthelid, then face the stone golem separately. attached at the beginning of the turn.
85
Mind Blast (Sp): 60-ft. cone; Will save (DC 18) or be 20. GRAVEYARD (EL 9)
stunned for 3d4 rounds. Even dead—or in this case, undead—mind flayers
Psionics (Sp): At will—astral projection, charm monster, hate humanoids.
detect thoughts, levitate, plane shift, suggestion. Caster level
8th; save DC 14 + spell level. The floor of this natural cavern is soft earth, and
Telepathy (Su): Absterthelid can communicate spots look like they’ve been turned over recently.
telepathically with any creature within 100 ft. that has Side passageways obviously have niches where
a language. skeletons moulder.
Possessions: None.
MANZESSINE
d Stone Golem: hp 76; Monster Manual 108. Two spectres lurk here. They wait until characters
SPIRAL OF
Tactics: The characters are welcome arrivals for the move into the side passages, then strike through the
two escapees, who are eager to be out of the standoff. walls.
Dyema urges (verbally—forgetting his partner’s tele- Creatures: The spectres look like ghostly mind flay-
pathic ability) Absterthelid to charm, use suggestion, or ers. Although they can no longer sup on brains, they
otherwise get the PCs working for them. But still go through the motions as best they can.
Absterthelid is having none of it. He wants humanoid d Spectres (2): hp 45, 50; Monster Manual 169.
brains, and the more the better. Absterthelid uses mind Tactics: The spectres attack from the walls if possi-
blast and his formidable melee prowess to extract as ble, where they have one-half cover and can retreat to
many brains as he can. safety with a 5-foot step. When they make energy
Dyema has cast the following spells on himself prior drain attacks, it looks like their ghostly tentacles reach
to combat: cat’s grace, endurance, fly, and mage armor. In into their opponents’ skulls. They fight until slain.
the first round of combat, he casts haste and shield. Treasure: Around the neck of one of the skeletons
When his haste runs out, he starts casting empowered is a primitive-looking necklace that is actually a neck-
magic missiles. If Dyema drops below 20 hp, he casts lace of prayer beads (blessing, healing, karma). Another
polymorph self to heal, choosing the form of an annis skeleton was buried with incense of meditation. Because
hag (Str 25, Dex 12, Con 14, +10 natural armor, 40 ft. the stone-walled niches are thick enough to block the
speed, 10-foot reach). detect magic spell, characters only discover these items
Ad-Hoc XP Adjustment: Dyema and Absterthelid with a successful Search check (DC 20) or if a spell-
are underequipped, so award 10% less experience for caster moves within 5 feet of the bones with detect
them. Award full experience for the stone golem. magic active.
pqqqqrs
NEW MAGIC ITEMS Caster Level: 11th; Prerequisites: Craft Wondrous Item,
Echo Stone: A telepathic recording device, echo stones sim- globe of invulnerability; Market Price: 33,000 gp.
ply parrot back telepathic message. Creatures with telepa- Stalactite of Stasis: Any creature placed fully within one of
thy can contact an echo stone as if it were a creature with a these prison cells is immediately put into a state of sus-
language, and the echo stone “remembers” up to 1 minute pended animation (no save), slowing its life functions to
of telepathic communication. If a telepathic character trans- the point where they essentially halt. Once inside, the crea-
mits the word “Speak” to an echo stone, it repeats whatever ture feels the passage of one day for every decade that actu-
communication it has stored. Sending a new communica- ally passes, although it spends the time in a dreamless
tion to the echo stone erases the previous message. sleep. Creatures inside the stalactite only awaken if pulled
Caster Level: 9th; Prerequisites: Craft Wondrous Item, from the cell by someone outside.
Rary’s telepathic bond, sending; Market Price: 12,000 gp. Caster Level: 11th; Prerequisites: Craft Wondrous Item,
Sigils of Static: These eldritch runes create a mental stat- temporal stasis; Market Price: 66,000 gp.
ic that blocks all telepathic communication within the Tattoo of Dimensional Anchor: This cursed item, a liquid-
room. metal tattoo of ever-changing arcane runes, prevents bodi-
Caster Level: 9th; Prerequisites: Craft Wondrous Item, ly extradimensional travel just as the dimensional anchor
Rary’s telepathic bond; Market Price: 8,000 gp. spell does (although spell resistance does not apply).
Sigils of Suppression: A globe of invulnerability fills the Removing a tattoo of dimensional anchor requires a remove
room. No spell effects of 4th level or lower function within curse spell or the death of the wearer. If someone touches a
this space. Such spells cannot be cast within the space, nor tattoo on a dead creature, it flows onto that creature and
can their effects extend to within the space (though a tar- attaches itself.
geted dispel magic can suppress the effect as with any other Caster Level: 15th; Prerequisites: Craft Wondrous Item,
magic item). dimensional anchor; Market Price: 30,000 gp.
pqqqqrs
86
21. ELITE ARMORY (EL 8) 23. VALVE CONTROL ROOM
The door to this room is trapped, detonating when This room contains a puzzle that, if solved, lets the
anyone touches it (see the Trap section below). When characters spread poison gas into many of the rooms
the characters open the door, read the following. in the prison complex.
This cavern is full of arming dummies scattered After a long ascent, you reach this small room with
randomly across a square mat in the center. Along only three salient features: a padded chair, a metal
the walls hang a variety of exotic weapons. cube rising like a desk in front of the chair, and a
small notch cut into the wall above the cube. The
MANZESSINE
There are 1d4 of every kind of exotic weapon listed cube seems to have a series of levers on the top face.
SPIRAL OF
in the Player’s Handbook here (and see the Treasure sec-
tion below). Control Panel: Figure 1 shows what the control
Trap: The destruction trap on the door is particularly panel looks like; feel free to photocopy it and show it
deadly because it resets after 1 round. to the players when they reach this area. If manipu-
a Destruction Trap: CR 8; destruction spell from lated properly, anyone at the control panel can fill
13th-level caster; Fort save (DC 20) partial; Search (DC many of the rooms with poison gas. But the gas is
32); Disable Device (DC 32). heavier than air, so it’s a one-way trip—once gas goes
Treasure: Among the weapons on the walls are a +1 down the tube, it doesn’t come back up. It naturally
bastard sword and a +1/+1 dire flail. dissipates to nontoxic levels after about an hour.
Development: No one here can use these weapons The slanted line represents the pipe through which
effectively. One of the prison’s officers, a mid-level the gas travels, and each lever is a valve. All the valves
fighter, is on leave right now. begin in the closed position. The levers along the
Ad-Hoc XP Adjustment: No matter how many slanted line swing about 120 degrees clockwise, so the
times the characters set off the trap, they only get handle is parallel to the slanted line. That means the
experience for it once. valve is open. The levers along the vertical lines turn
90 degrees clockwise from their starting positions;
22. VERTICAL CAVERN this opens the corresponding valve and closes all iris
This area is empty, but it’s the only way to get to area 23. doors to the corresponding room.
The rooms are, in order from the top: bridge of
A series of chimneys climbs hundreds of feet fumes (area 1), barracks (area 4), slave quarters (area 9),
straight up. prison cell chamber (area 13), torture chamber (area
17), vivisection chamber (area 18), magic laboratory
Development: Mind flayers can levitate as a spell- (area 26), and shrine (area 28, and the gas eventually
like ability, so they don’t need ladders or stairs. They dissipates into the rest of the Underdark). Clever play-
want their slaves and visitors to be able to get to other ers likely guess at least some of the locations from the
parts of the prison complex, but the valve control pictograms (as a telepathic race, mind flayers eschew
room (area 23) is for them alone. written Undercommon when they can).
Because all the valves are closed at the start, nothing
happens until the topmost lever is moved into the
87
enter a room she can gas, she waits.
Ad-Hoc XP Adjustment: Characters who survive a
gassing attempt have overcome a CR 8 trap.
25. LIBRARY
This is obviously a library. The floor is draped in
rich carpets, and shelves full of books line the walls.
88
Creatures: The mohrg is Ulliphion’s personal ser- Caster level 8th; save DC 15 + spell level.
vant. In exchange for service, Ulliphion lets it torture Telepathy (Su): Ulliphion can communicate tele-
and kill prisoners periodically. pathically with any creature within 100 ft. that has a
d Mohrg: hp 99; Monster Manual 137. language.
Tactics: The mohrg gleefully coup de graces any Spells Prepared (5/7/6/5/3; base DC = 17 + spell level):
stunned character it can get to, and it’s smart enough 0—detect magic ×2, detect poison, mage hand, open/close;
to grapple any obvious spellcasters. 1st—mage armor, magic missile ×4, shield, true strike;
Development: Ulliphion is actively listening from 2nd—cat’s grace, endurance, invisibility, see invisibility,
within the sending chamber (area 27). It’s 80 feet away spectral hand, web; 3rd—clairaudience/clairvoyance, haste,
MANZESSINE
and through one or two doors, depending on whether fireball*, lightning bolt*, vampiric touch; 4th—arcane eye,
SPIRAL OF
the characters left the laboratory door open. enervation ×2.
*Because of Spell Focus (Evocation), the base DC for
27. SENDING POOL (EL 15) saves against these spells is 19 + spell level.
Ever since the alert, Ulliphion has been using the Spellbook: 0—all but daze; 1st—burning hands, detect
magic of this room to contact her superiors and undead, identify, mage armor, magic missile, obscuring mist,
inform them of the security breach at the prison. Soon shield, shocking grasp, true strike; 2nd—bull’s strength, cat’s
she heads upstairs and tries to clean up the mess. grace, endurance, invisibility, locate object, see invisibility,
scare, spectral hand, web; 3rd—blink, clairaudience/clair-
This natural cavern has a shallow pool of water in its voyance, haste, fireball, lightning bolt, stinking cloud,
center, and the pool briefly shows the reflection of a tongues, vampiric touch; 4th—arcane eye, detect scrying,
cityscape around the rim of a volcano, then appears enervation, ice storm.
as ordinary water. A red-robed mind flayer turns its Possessions: Crystal ball, staff of frost (9 charges), scroll
unblinking stare your way. of teleport.
Tactics: Ulliphion cast the following spells as soon
Creatures: Ulliphion is in charge of Manzessine as the alarm sounded: cat’s grace, endurance, and mage
Prison. armor. Given time to prepare for intruders she knows
d Ulliphion, Female Mind flayer Wiz7 are nearby, she casts spells in this order: arcane eye and
(diviner): CR 15; Medium-size Aberration; 8d8+16 shield. In the first round of combat she casts haste,
(mind flayer) plus 7d4+14 (Wiz); hp 78; Init +7; Spd 30 then uses mind blast on as many characters as possi-
ft.; AC 16, touch 13, flat-footed 13; Atk +12 melee (1d4, ble. In the second round, she uses enervation twice on
4 tentacles); SA mind blast, psionics, improved grab, a character that looks like a spellcaster. Ulliphion
extract; SQ telepathy; SR 25; AL LE; Fort +8, Ref +7, holds nothing back, but she plane shifts to the Astral
Will +14; Str 10, Dex 16, Con 15, Int 24, Wis 16, Cha Plane if reduced to 10 hp or less. If she gets wounded,
20. she tries vampiric touch (perhaps through spectral
Skills: Bluff +13, Concentration +20, Intimidate +16, hand) to heal herself. And although she’s a wizard,
Knowledge (arcana) +17, Knowledge (geography) +14, she’s not shy about using her mind flayer spell-like
Listen +18, Sense Motive +14; Spellcraft +25, Spot +18. abilities and tentacles.
Feats: Alertness, Combat Casting, Dodge, Great Forti-
tude, Improved Initiative, Scribe Scroll, Spell Focus 28. SHRINE (EL 10)
(Evocation), Weapon Finesse (tentacle). This room is covered in low mats and throw pillows.
Extract (Ex): If Ulliphion begins a turn with all A rough stone altar is carved from the north wall in
four tentacles attached, and maintains its hold, it the bas-relief of a mind flayer head. Abstract black
extracts the brain, killing the victim. and gray tapestries, dizzying to the eye in their com-
Improved Grab (Ex): Must hit Small to large crea- plexity, hang from the walls.
ture with tentacle. If it hits, it gets a free grapple check
to establish a hold. If successful, it can attach the The secret door behind the tapestry in the southeast
remaining tentacles with another successful grapple corner of the room is obvious from this side, but well-
check. If the foe is trying to escape, the mind flayer concealed from the other side.
gets a +2 circumstance bonus for every tentacle Trap: The characters can’t see it at first, but there’s a
attached at the beginning of the turn. symbol of death behind the tapestry above the altar.
Mind Blast (Sp): 60-ft. cone; Will save (DC 19) or be a Symbol of Death (heightened): CR 10; Kills 150
stunned for 3d4 rounds. hit points of creatures; Fortitude (DC 23) negates.
Psionics (Sp): At will—astral projection, charm mon-
ster, detect thoughts, levitate, plane shift, suggestion.
89
29. WAY OUT PACK LIZARD
At this point, the characters can resume their journey Large Animal
through the Underdark. Hit Dice: 8d8+40 (76 hp)
Initiative: +1
Through the secret door, the passage twists and Speed: 30 ft., climb 30 ft.
turns, climbing gradually for about a quarter mile. AC: 15 (–1 size, +1 Dex, +5 natural)
Then it widens to a more typical Underdark high- Attacks: Bite +12 melee
way-cavern. Damage: Bite 2d6+10
Face/Reach: 5 ft. by 10 ft./5 ft.
MANZESSINE
CONCLUSION Abilities: Str 25, Dex 13, Con 21, Int 2, Wis 12, Cha 2
A squad of mind flayer commandos, including both Skills: Climb +21, Hide +3*, Listen +4, Move Silently
fighters and spellcasters, arrives at Manzessine Prison +5, Spot +4
two days after the alert and escape attempt. After
searching the prison top to bottom, they obliterate it, Climate/Terrain: Any underground
but they leave a navigable passage though the ruins Organization: Solitary
(no sense in disrupting Underdark travel, after all. Challenge Rating: 3
Any mind flayers that escaped using plane shift Treasure: None
undoubtedly tell their tentacled masters about the Alignment: Always neutral
PCs. Powerful forces in mind flayer society are greatly Advancement: —
annoyed at the loss of Manzessine Prison, and they
might be angry enough to seek revenge. Related to the giant lizards found in some surface
Finally, some of the prisoners might successfully lands, this creature averages 15 feet long (plus tail) and
escape. Albossk in particular might owe the characters 5 feet wide. The sticky pads on its feet allow it to walk
some grudging respect, and a favor if they ever meet freely over most floors, walls, and ceilings in the sub-
him again. Whether the characters are comfortable terranean tunnels of the Underdark. Drow and other
collecting favors from brain-eating criminals is intelligent races of the Underdark frequently use the
another story. Ω pack lizard as a beast of burden. A light load for one of
these creatures is 800 pounds, a medium load is 1,600
pounds, and a heavy load is 2,400 pounds. On slopes
between 45 and 90 degrees, the pack lizard can carry
up to a medium load without falling. On slopes
APPENDIX beyond the vertical (that is, when the lizard is upside-
The following monster from the FORGOTTEN REALMS down), it can carry a light load without falling.
Campaign Setting appears in “Spiral of Manzessine.” It Skills: The pack lizard receives a +4 racial bonus on
is reprinted here for your convenience. Hide and Move Silently checks. *In rocky areas or nat-
ural caverns its Hide bonus improves to +8.
by Aaron Williams
www.nodwick.com
90
MYSTERY
MAPS OF
92
MYSTERY
MAPS OF
94
58 September 2002
59
60 September 2002
61
Table Talk
I Panic!” This issue may have a smaller page count than usual
and, yes, a higher price than usual, but that’s not the plan
going forward. So, get out your babelfish and get ready to
magnum opus, you’ll never be caught without a towel.
Of course, this issue’s theme would not meet the classification
given to earth in that marvelous series of books. The
translate the publisherese. I’ve already explained the rationale for Hitchhiker’s Guide to the Galaxy classified earth as “Mostly
the price increase on the DUNGEON side of this magazine. Now, Harmless.” Omega World, our tribute to the classic GAMMA
I’m going to give you my pledge. Going forward, we’re going to WORLD, is anything BUT harmless. No offense to purist D&D
do our best to provide a d20 Mini-Game, a premium (like mon- players who buy the magazine solely for the DUNGEON side, but I
ster/Mini-Game tokens), and as many pages as we can reason- personally believe that Omega World alone is worth the higher
ably print without losing money. price of this issue.
As the president of Paizo Publishing, LLC, I’m proud to be Of course, I’m biased. The ultimate fate of these Mini-Games
publishing POLYHEDRON as part of DUNGEON (officially known as is entirely up to you.
DUNGEON ADVENTURES™) magazine. The issue you are currently
holding is a strange hybrid. The editorial work was performed
prior to the Paizo obtaining the license to publish DUNGEON, but
Paizo paid for the art, manuscripts, printing, and shipping. As we
were going to press, several advertisers had heard the rumors
of the transition to the new company and, as is often the case, Johnny Wilson
dropped their ads at the last moment. So, we have the unfortu- President, Paizo Publishing
nate challenge of presenting an issue with a thinner spine that
3
First Watch
4 September 2002
First Watch
Previews, notes & news on the world of d20 gaming
Agents of PSI ered urban legend. Others note that late
In October, Wizards of the Coast will summer of 1987 was the Harmonic
release d20 Modern, a 320-page hard- Convergence, a celestial event during
cover rulebook that covers everything which the majority of the planets lined up
you need to run campaigns based in the on one side of the sun, and that this event
modern era. The game is set to include created psychic ripples that affected the
four “campaign models” that provide rules world at large.
and backgrounds for distinct flavors of The increased government involve-
modern gaming. ment in psionic research has also revealed
In POLYHEDRON #150, we showed you other, older players on the field, ranging
Shadow Chasers, in which young heroes from business interests to cults to secret
struggle against vampires, demons, and societies. They have their own agents and
worse before the backdrop of an incredu- their own agendas, agendas not as benign
lous world. Last issue, we revealed as those of the Department of Paranormal
Genetech, which offers players the chance Science and Investigation. Your role, as an
to play government-sponsored operatives Agent of PSI, is to stop them.
infused with animal DNA.
Conceived by industry veteran Jeff exist in a relatively real world. James
Grubb, Agents of PSI also involves shady Bond would fit into an Agents of PSI cam-
government conspiracies and even paign, and so would Sydney Bristow (aka
shadier psychic operatives. Tune in in two Alias), Napoleon Solo, James West, Emma
months for a preview of the final cam- Peel, Scully and Mulder, and about half
paign model, Urban Arcana. the casts of shows on the Sci-Fi Channel.
normal humans, and a hidden agenda. normal activity and parahuman espionage
They have the potential to be (though are since 1987. Some claim that surge results
not required to be) individuals with psionic from proper funding and a greater num-
abilities that give them an extra edge. ber of agents assigned to exposing
The heroes are larger than life, but activity that had previously been consid-
5
First Watch
RPGA Fun at the Gen Con Game Fair
Party with the RPGA during Gen Con’s Last Year in Milwaukee
By Robert Wiese
In this, the last year that the Gen Con players have voted for the best ing a warped cowboy in Living
Game Fair will be held in Milwaukee, player at each table, a process that Deadlands, a new campaign now in
the RPGA Network is coming on as takes extra time and turns a lot of the review process.
strong as ever. We know a lot of our people off. This year, we have Most Living campaigns use D&D
members will be packing the reduced the paperwork to a simpler or d20 rules, but Living Rokugan is
Safehouse every night for one last “Judge Vote” system in which the based in the Legend of the Five Rings
drink (or 10 or 20), but we’ll be holding players rate the judge, and the judge Roleplaying Game and Virtual
the best games at the Game Fair in the ranks the players. Less time with Seattle in the Shadowrun 3rd Edition
Arena throughout the convention for scoring means more time having fun Roleplaying Game. Visit the RPGA’s
the rest of you. Our space may be a or getting food. website at www.rpga.com for links to
little limited, as renovation is taking So what is a Living campaign any- the official websites for these cam-
place on the Annex building that we way? What kinds of games are we paigns. We also have a character
connect to, but the Arena will be filled running? I’m glad you asked. The center at the convention to help you
with gamers having a great time. RPGA presents two “styles” of role- create characters for whichever
You might think we’d be happy just playing games at the show: those with game suits your fancy.
to do what we have always done this characters provided, called Classics, Another innovation at this year’s
last year in Milwaukee, but not us! We and those for which you bring your Gen Con is the launch of our Realms
are introducing some new changes own character, called Living cam- Cycle, a one-year Living campaign
that we hope will make the games paigns. Living campaigns are based around the City of the Spider
better and more fun for you. The first extremely popular, and we have a Queen super-adventure on sale in
of these is that we have lengthened great many to choose from. Our September. With the RPGA, you can
the game time to five hours from biggest is Living Greyhawk, a world- create a character for this huge quest,
four. Most of our members play in wide campaign set in the oldest D&D play it at home in the main adventure,
our Living campaign games, and these setting, the same one that Gary and play it in supplemental adventures
tend to run short of time with only Gygax and his friends used. Players at RPGA-sponsored conventions
four hours to play. To make the play in a region that corresponds to throughout the year. The adventure
games more relaxed, we are allowing where they live at home. starts this year at Gen Con with our
you five hours to play your game this Following that in size, but equal in Realms Cycle Members-Only Preview
year. If you finish early, go grab popularity, is Living City, a campaign Event, and the whole thing culminates
some food or stroll the first few set in the FORGOTTEN REALMS that has epically at next year’s Gen Con.
booths of the Exhibit Hall (don’t try to been running for 15 years. You can RPGA members, and that means
get too far into the Exhibit Hall unless also play a Jedi knight in Living Force, you, should plan to attend the
you have at least an hour until your a Gothic adventurer in Living Death, Members Meeting Wednesday night
next game). Our games start at 8 am, a tribal humanoid in Living Jungle, a before the show, at 7 pm. The exact
2 pm, and 7 pm every day (only 8 am samurai in Living Rokugan, a shad- location will be posted to the RPGA’s
on Sunday), with a scheduled break owrunner in a near future setting in website, and we’ll have signs up at
for lunch between 1 and 2 pm. Virtual Seattle, or a fantastic adven- the Arena to direct you to the right
Second, we have simplified our turer in Living Arcanis or Living place. At the meeting the RPGA staff
scoring system. In the past, all the Dragonstar. You can even try play- will tell you what’s ahead for the
Network, and what’s changed now,
and give you a chance to ask ques-
tions and air your views. Plan also to
attend the Awards Ceremony at 2 pm,
location to be announced during the
show. See who wins our big prizes,
and catch any last announcements
from the staff.
Big prizes? You bet we have big
prizes. We always do, so why stop
now? Our big prizes are for our
Pinnacle events, which are combina-
tions of our scheduled games. Play in
several RPGA events for chances to
win these awards.
6 September 2002
First Watch
D&D Open Championship least five
The D&D Open is the biggest and Classic tourna-
longest-running D&D tournament ments at the
ever. Teams of eight players convention.
advance through elimination rounds
so that the best ten teams reach the Living
finals. The winning team receives a Greyhawk
year’s supply of Wizards of the Heraldic
Coast roleplaying products, and the Shields
second place team wins free product Living
for six months. The D&D Open tests Greyhawk
your team cooperation, problem players are in
solving skills, tactical thinking, and for a treat! We
roleplaying abilities. Bring your have three
friends and sign up together, or join brand-new
a team when you get there. Either Living
way, fame and fortune are waiting Greyhawk
for you! adventures at
The best Dungeon Master of the the show,
D&D Open tournament will be which will be RPGA HQ staffers Tom Ko and Stephen Radney-MacFarland model the latest in
honored, as well. sure to test convention prize fashion.
your charac-
North American Championship ter’s wits, combat ability, and surviv- Safehouse only once during the con-
Players of RPGA Classic tournaments ability. The top four players who play vention (plus Wednesday after the
have been qualifying all year long for all three events, as measured by Members Meeting), as you’ll need the
the North American Roleplaying average score, get a special prize: a rest of the nights for your games.
Championship, the pinnacle of com- shield emblazoned with the heraldry Second, become an RPGA member.
petitive roleplaying on this continent. of a nation in the Greyhawk cam- Membership is free, and we’ll make
In these Classic tournaments, players paign. These are nice decorative you a member on the spot at Gen
voted for the best player, and a win- shields, full size but without the straps Con; just stop by our HQ in the
ner for the game was declared. The required actually to use them. Trust Arena, second level (there’ll be signs
top players, as expressed by their me, you want one of these. The top directing you). If you’re an existing
win percentages (number of wins vs. Dungeon Master who runs at least member who paid, you should visit
number of games played) were invited four Living Greyhawk games also gets our “Membership Buy-back” booth,
to participate in this championship. to choose a shield! where a friendly person will give you
The championship consists of all a great gift for your previous dedica-
rounds of Classic tournaments at the Living Force tion. (See this month’s News from the
convention, with the exception of Han Solo Blasters Top for more information.)
the D&D Open and the NASCRAG Think the shields are cool? How about Once you’re a member, just take
tournaments. Thus, the competition a replica of Han Solo’s blaster from your membership number and your
includes 11 events, and the partici- Star Wars? The Living Force campaign event tickets (buy them at the show)
pants only have to play five events. presents the Below the Belt trilogy, and go to the marshal area for your
The player with the top average wins where your Jedi or smuggler or game. The marshal areas are listed on
all the glory, including a trophy and a Wookiee pilot can get into more our big schedule signs. A friendly
year’s supply of Wizards of the Coast trouble than you can find at Jabba’s marshal will send you off to a table
roleplaying products! palace! Play all three adventures in the with some other players. If you want,
If you were not part of the champi- trilogy, and you become eligible for you can form your own groups in the
onship, but want to see how you would one of four of these cool replicas. The marshal area and sit together as a
have fared, play at least five Classic best Living Force game masters gets group. We recommend that you buy
event rounds (the D&D Feature one too! For this event, rounds of the event tickets if they are available, as
counts as two rounds) of RPGA events Below the Belt trilogy played at the people with generic tickets (used for
and we’ll tally your average and post Origins Game Expo count as well. extra available spaces) are sent to
it. The best-scoring player who is not Game masters have to run three games last.
part of the championship will receive rounds of Below the Belt events at For more information on the RPGA
honorable mention at the Awards Gen Con to get into the running. events at the show, please visit the
Ceremony and here in POLYHEDRON, RPGA’s website (again, that’s
and something nice to take home from Get Yourself There! www.rpga.com); we have a complete
behind curtain number three. How can I get in on all this action? I schedule and set of descriptions
We also will be honoring the best know that’s what you’re asking your- posted. We look forward to seeing
game master among those who run at self. Well, first of all, plan to go to the you at the show!
7
First Watch
Release Roundup
With the mad glory of Gen Con on either side, which is always choose to stay away from them,
product releases behind them, good for a few laughs. 64 pages of sticking instead to sourcebooks or
many d20 System publishers are history, feats, prestige classes, campaign settings. Fiery Dragon
playing it safe in September and assorted magic items, and an has consistently produced exem-
October. Here are some of the adventure, all for $16.95. plary adventures, so it’s nice to see
most promising products due to that September sees the release of
release in the sedate early Autumn Bastion Press Gates of Oblivion, a new 32-page
months. In September, Jim Butler’s Bastion fantasy scenario.
Press dives into the fantasy cam- Written by Jason Kempton and
Alderac Entertainment paign setting pool with Oathbound: illustrated by Kieran Yanner, Gates
Group Domains of the Forge, a 352-page of Oblivion sends your heroes to a
Fans of AEG’s massively popular full-color hardcover world book. treacherous prison world filled with
Spycraft modern era espionage RPG The setting focuses on the Forge, a hostile outsiders and savages. If
have a lot to look forward to in planar prison for a long-forgotten they’re lucky, they’ll find the king’s
August with the release of the god. Former servitors of that god missing son. If they’re unlucky,
Soldier/Wheelman Class Guide, which summon the “greatest of the grand” well, imagine Oz’s Tobias Beecher in
in addition to containing class options to the Forge for inscrutable pur- a prison filled with monsters and
and new rules for soldiers and wheel- poses that usually involve explo- sadistic spellcasters. . . .
men also includes a comprehensive ration, combat, and magic.
guide to vehicles and vehicle weapons. Presumably, that’s where the play- Goodman Games
All those headlight-concealed ers come in. Those gamers who don’t have
rocket launchers and ejection seats legions of once-beloved plastic
will come in handy in October, when Fantasy Flight Games dinosaurs rotting away in junkdraw-
AEG releases Shadowforce Archer In October, Fantasy Flight releases ers and musty garages have them
Threat Book: The Hand of Glory, a the Monster’s Handbook, eighth in sitting on their computer monitors.
sourcebook detailing an insidious evil their popular Legends & Lore Make no mistake about it, gamers
organization with ties to black magic, series. Monster’s Handbook equips love them some dinosaurs.
Nazi Germany, and a living god. DMs with all they need to cus- Some also love cowboys, science
tomize their favorite d20 System fiction, and the American Civil War.
Avalanche Press beasties with new prestige classes, Mix up all three and you have
At the dawn of the Thirteenth feats, and templates as well as tips Broncosaurus Rex, by far the most
Century, lots of white people on combining monsters to make for original campaign setting yet to
decided to kick the butts of lots of more deadly encounters. The 176- grace the d20 System (and with a
non-white people for no particu- page Monster’s Handbook retails for list of ingredients like that, it’s
larly good reason. $24.95. unlikely they’ll see many chal-
In Reconquista: The Battle for lengers any time soon).
Medieval Iberia, you get to pick Fiery Dragon Productions In October, Goodman goes for
whichever side suits your fancy. Last year gave us so many adven- the easy slam dunk with the
Lots of death and religious dogma tures that most publishers now Complete Guide to T-Rex, a book
8 September 2002
First Watch
you’ve most likely wanted since you In August, Guardians enters the Quintessential Psychic Warrior, The
were five. DMs get all sorts of d20 world with Silver Age Sentinels: Slayer’s Guide to Duergar (!), and an
information on T-Rex dynasties of d20 Edition, a ‘port of the Tri-Stat Encyclopedia Arcane supplement
the ancient world, the massive SAS game released in July. Priced entitled Star Magic: Wisdom of the
Tyrant Kings, T-Rex psionic abilities at $39.95, the 336-page black and Magi, as well as several supple-
(which you probably didn’t know white softcover promises to evoke ments for their Judge Dredd and
about back in the sandbox), and the themes of Silver Age comic Slaine 2000 AD licensed d20 RPGs.
tips on T-Rex tactics. Players get books, so look for lots of heroism,
special feats and rules on playing teamwork, and epic struggles of Necromancer Games
Tyrannosaurus Rex adventurers. good against evil. October’s release of W.D.B.
Tyrannosaurus adventurers. Kenower’s The Vault of Larin Karr
Sort of makes a half-orc barbarian Malhavoc Press signals a change in Necromancer’s
look like a garden gnome, eh? Dungeon Master’s Guide author adventure publishing strategy. The
Eleven bucks gets you 32 pages of Monte Cook has invited his friend 96-page accessory is more than
prehistoric fun. Sean K. Reynolds (GREYHAWK, just a huge adventure, it’s what
FORGOTTEN REALMS) to publish origi- publisher Clark Peterson calls a
Green Ronin Publishing nal online PDF products through “mini-campaign.” The book details a
In October, Green Ronin Publishing the Malhavoc website (www.monte- valley, three villages therein, and a
hopes to clobber the growing num- cook.com). massive Underdark chamber remi-
ber of d20 superhero games with Reynolds’s first offerings, niscent of the legendary Vault of
their own entry into the genre, Skreyn’s Register: The Bonds of the Drow. The adventure takes PCs
Steve Kenson’s Mutants & Magic appears as Cabal (October) from 4th to 9th level, and retails
Masterminds, a 192-page full-cover and The Faithful, will eventually be for $14.95.
hardcover rulebook featuring more published as a print product by
than 100 powers, scores of new Sword & Sorcery Studios in Paradigm Concepts
feats, and a complete adventure to December. Combined, the product In September, Paradigm Concepts
propel players right into the fray. features 50 pregenerated wizards, (sponsor of the RPGA’s LIVING
Lavishly illustrated by comic indus- sorcerers, bards, rangers, clerics, ARCANIS campaign) releases the first
try professionals, Mutants & druids, rangers, and paladins, each in its OGL Interlink series (in associ-
Masterminds retails for $32.95. with full statistics, an illustration, ation with Green Ronin Publishing).
and a unique spell, magic item, or The Lords of the Peaks: An Essential
Guardians of Order feat. Prices were unavailable at Guide to Giants, compliments Green
Competition in the superhero field press time but should be online by Ronin’s Hammer & Helm: A
is so fierce and developments the time you read this. Guidebook to Dwarves, which hit
emerge so quickly that last month stores in July. Lords of the Peaks
we neglected to mention another Mongoose Publishing features treatments of the various
major player in that field, In October and September, giant subraces as well as the usual
Guardians of Order, the creators of Mongoose Publishing will put out as assembly of feats, spells, and pres-
the popular Tri-Stat system that many products as most of the com- tige classes. It retails for $18.99.
powers the anime-inspired Big Eyes, panies mentioned in the Release
Small Mouth RPG. Roundup combined. Highlights
include The Quintessential Witch, The
9
First Watch
Company Profile: Necromancer Games
10 September 2002
First Watch
cept. I guess that’s why we have a and our upcoming products like
demon prince as our corporate Vault of Larin Karr, Bard’s Gate,
mascot. Sometimes roleplaying can Grey Citadel, Chaos Rising and the
get a little serious and stuffy, like all other 20 or so products we have in
the “pure roleplayers” who would production. All those are entirely
never be caught dead actually hav- new content.
ing a good melee weapon, but have But to answer your question:
maxed-out Diplomacy and Craft No, I don’t really worry about that.
skills. Sometimes we have to Bringing back the classics is one of
remember this is all a game and it the pigeon holes I want to be in. I
was meant to be fun. Grimtooth, if think of us—and I believe our fans
nothing else, is certainly fun. think of us—as a company that has
Besides, I remember flipping been lucky enough to get the rights
through those books in the store to some really great products.
when I was a kid saying “I gotta Products that Bill and I loved years
have this, this is great!” ago and still use today. Products we
are excited to bring to a new gener-
POLY: With the revisions of Maze of ation of gamers. If we
Necropolis, which originally appeared as a Zayene, Necropolis, and now the are known for that, I
Dangerous Journeys adventure, makes its d20 Wurst of Grimtooth’s Traps, are you say “great!”
debut at Gen Con. at all concerned about being pigeon-
holed as a “revision” company?
As for Gary, Tomb of Horrors PETERSON: Not really. Restoring the
has long been my partner Bill Webb’s First Edition feel to the game
favorite module. I am a huge fan of requires a link to the past. So we
the Against the Giants and Descent brought back Rob Kuntz with his
into the Depths of the Earth series, Maze series, the master himself,
as well as The Lost Caverns of Gary Gygax, with Necropolis, and
Tsojcanth. So getting Necropolis— we’re restoring the lost First
which Bill describes as “Tomb of Edition monsters with the Tome
Horrors on crack”—was great for us. of Horrors. I guess I look at it
more as filling a hole in the
POLY: Are there any other “great current edition of the game.
old ones” you’d like to be working The main problem I would
with? have with being thought of as a
PETERSON: My dream would be to “revisions” company is that I don’t
do a Gary Gygax project with Dave like the word “revisions.” That
Trampier doing all the art. There is makes it sound like we don’t put
no artist that better captures what I any work into the products, which
consider to be that original “First certainly isn’t true. We don’t just
Edition feel.” Crack open the old take the old products and
Monster Manual and check out the slap a d20 appendix in
minotaur. Better yet, get an old them with conversions to
DMG and find the picture of Emirikol the new rules. We take the
the Chaotic in the back. Truly awe- time to revisit and change
some! I would love to have a them and to add new, fresh
Necromancer product with Trampier content.
art. I’ve tried to contact him, but I Besides, while it is true we
guess he is completely in isolation have a few high profile prod-
these days and wants nothing to do ucts that are “revisions,”
with gaming. Mr. Trampier, if you the vast majority of our
are reading this, please contact me! products are new
adventures made for
POLY: Why Grimtooth? the Third Edition rules:
PETERSON: I always loved the Crucible of Freya,
lighthearted humor of the original Rappan Athuk, Tomb
Grimtooth’s Traps series. It was fun of Abysthor, What
evil. It let you be deadly with a Evil Lurks, Durgam’s
smile on your face. I like that con- Folly, Demons and Devils,
11
First Watch
Stop that Monkey!
Orangutan Characters in Thunderball Rally
by Rich Redman
Ma Boggs: “What are ya gonna do with nicate something complicated or is ECL 5, so to gain another class level
the baboon?” abstract to an orangutan. they need 15,000 experience points, just
Philo Beddoe: “Orangutan, Ma, Clyde’s like any other 5th-level character.
an orangutan.” Combat Orangutan racers start with no feats,
Ma Boggs: “What’s the difference?” Orangutans have a +3 Base Attack and do not gain any until they gain 2
Philo: “Twelve ribs, just like you and me.” Bonus before adding any class levels. class levels, when they are ECL 6.
—Every Which Way But Loose Orangutans have sharp fingernails they Orangutan racers do not gain an abil-
can use as claws, and powerful bites. An ity score increase until they gain 4 class
You’ve seen Every Which Way But orangutan can make either a claw or levels, when they are ECL 8.
Loose, Any Which Way You Can, and bite melee attack using its full melee Hit Points: Orangutans start out with
even Cannonball Run II. You saw the attack bonus. If it can make a full attack 4d8 hit points. They apply any
movie poster featured in last issue’s action, it can attack with both a claw Constitution bonus to each Hit Die.
Thunderball Rally Mini-Game, and you and a bite, but the bite attack is at –5. Action Points: Orangutans gain action
want to play an orangutan. We don’t Orangutan claws and bites both do points for their class levels, but do not
blame you. We do, too. 1d6 points of damage, plus Strength start with any for being orangutans.
Orangutan characters use most of bonus. If an orangutan attacks with Class Skills: Climb, Listen, and Spot
the same rules as other racers, and the only its claws, it adds one and a half are always class skills for orangutans.
other rules presented here create the times its Strength bonus to the damage Orangutans can never take ranks in Craft,
kinds of super-clever apes you expect of any successful hits. Demolitions, Disable Device, or Repair.
to see in Thunderball Rally. GMs should carefully review any ranks in
Wealth Profession taken by orangutan racers.
Orangutan Abilities Orangutans never accumulate wealth. Skill points in Thunderball Rally
Roll your ability scores normally, then They’re completely dependent on other assume human racers. Orangutan Aces
apply the following modifiers: racers for food, shelter, care, and a and Bodyguards get 4 + Int. modifier
+4 Strength, +4 Dexterity, vehicle. Of course, you don’t want to skill points per level.
+2 Constitution, -6 Intelligence, ride across the United States with a few Classes: Orangutans never have
+2 Wisdom, and –4 Charisma. In addi- hundred pounds of primate pissed off levels in Navigator. They may have
tion, orangutans have low-light vision because you drank the last beer… levels in either Ace or Bodyguard.
and scent (See the Player’s Handbook They never suffer experience point
and Monster Manual, respectively). Classes penalties for multiclassing.
Orangutans use most of the
Intelligence Thunderball Rally rules for
Orangutan characters do not need to be character classes, with the
taught tricks. They are as smart as their following changes:
Intelligence score indicates. A GM may Level Adjustment:
insist on an Intelligence check to figure Orangutans have a +0 level
out something the orangutan racer has adjustment. That means that
never seen before, but they’re more like their Effective Character
characters and less like animals. Level is 4th (since they start
with 4 Hit Dice). For more on
Language level adjustments and ECLs,
When you play an orangutan, feel free see the Dungeon Master’s
to communicate through exaggerated Guide. A starting ECL of 4
facial expressions, gestures, and ape also means that:
noises. These do not translate well over Orangutans do not multiply
CB radios, of course, so orangutans the skill points they gain from
cannot use any class abilities dependent their first class level by 4. All
on radios. orangutan racers have 5 ranks
Orangutans start the game speaking in Climb, 5 ranks in Listen, and
and reading no languages, but they can 5 ranks in Spot before gaining
understand simple, spoken English. They a class level.
may spend 2 skill points to gain fluency An orangutan racer uses
in a sign language, and can then com- Table 1-1: Experience and Level-
Tom Fowler
12 September 2002
i Chapter 5
champaigns
EVEN THOUGH IT’S A SERIES OF DANGEROUS ENCOUNTERS AND
PUNISHING BATTLES, AN OMEGA WORLD CAMPAIGN IS ALSO A STORY.
y0054d
JOACHIM BARRUM
Breeding: Mutants and pure strains alike vie to pass their Pacing
genes on to the next generation. Pure strains look for others The XP system presented in Chapter 2 was designed to
like themselves to preserve the “true” human form. Mutated encourage players to seek out danger and opportunity. The
humans value pure strains as mates (or as breeding slaves) Omega World system as a whole is about conflict and action.
because their lack of mutations and defects makes them At the GM, you can help keep the pace up.
genetically compatible with all mutated humans. Clickies,
hairies, and scalies, seek compatible mates of their own. If SUMMARY
the explorers are powerful and capable, cryptic alliances and As the GM, you can help keep the game’s pace fast and
settlers they meet might see them as good sources of genes exciting by summarizing the boring bits. The explorers will
for the next generation. Mad scientists mastermind experi- often be tempted to be cautious as they enter new areas,
mental breeding programs to create perfect people. Pregnant encounter strange artifacts, etc. The players know they get
radioactivists visit “holy places” to bless their unborn chil- XP for exploring, but they also know that it’s a dangerous
dren. Mental mutations create sex instincts as warped as the world. Speed through whatever “down time” you can by
freakish bodies they motivate. (If you use this theme, con- summarizing it.
sider having radiation affect whether your children have For example, if the explorers want to stake out a ruin
mutations and defects, not you yourself.) before entering it, you can summarize a whole day’s vigi-
lance in a few sentences. “With some work, you find a great
Campaign Themes hiding spot that gives you a good view of the ruins. You
Here are themes that you can use in your campaign. They’re watch in shifts for the whole day, and all you see in the ruins
elements you can use to inform a variety of campaign formats. are big, greenish-black birds that come and go.”
Gold Rush: It’s a mean world where daring, ruthless If you telescope the slow parts of the explorers’ actions,
adventurers struggle against the wilderness and against each then you can allow the explorers to be cautious when they
other, each one hoping to make the big score. want to without making the game as boring as sitting and
Rebuilding: The land is devastated and its people reduced watching ruins all day would be.
to savagery. If the explorers are strong enough, they can
nurture and protect a renewed community. REPLACING PCS
Weirdness: The explorers wander through surreal land- Another consideration is that it’s hard to introduce new PCs
scapes, fighting improbable monstrosities, avoiding maniacal into the party when the party is trekking across the waste-
savages, and struggling against well-armed fanatics. lands. (And you should face the issue of new PCs with some
Culture: The cryptic societies struggle against each other, regularity.) You can play out meeting and joining up with
each trying to impose its vision of the future on the chaotic new PCs if continuity is important to you, but don’t be shy
world. The explorers help or oppose these alliances, trying to about glossing it over and getting on with the fun.
get their own vision to come true.
d0055y
z Chapter 4
Encounters
THIS CHAPTER COVERS MAKING YOUR OWN MONSTERS, APPROPRI-
ATING MONSTERS FROM CORE SOURCES, AND USING SPECIFIC MON-
STER TYPES UNIQUE TO OMEGA WORLD. THE RANDOM ENCOUNTER
TABLES ARE SET UP BY THE SOURCE OF THE CREATURE RATHER
THAN BY GEOGRAPHY. THAT’S SO YOU CAN INCLUDE ENCOUNTERS
WITH CREATURES FROM THE SOURCES YOU WANT TO USE.
y0042d
42 September 2002
TABLE 4-3: RANDOM OMEGA MONSTER other hand, you’re going to run a long Omega World cam-
01–10 Androids (1 thinker, 1d2 warriors, 1d3 workers) paign that will cover various climate zones and types of ter-
11–20 1d3+1 arks rain, assign climates and terrain to the creatures in order to
21–30 1d4+2 badders makes those climates and terrain types more distinct.
31–40 1 blaash
41–50 1d4+1 hissers ARK
51 1d6+2 hoops Large Giant (hairy)
52–60 2d10 hoppers Hit Dice: 4d8+12 (30 hp)
61–70 1 latterbug Initiative: +0
71–80 1d4+2 orlens Speed: 40 ft.
81–90 1d6+2 podogs AC: 16 (–1 size, +4 natural, +2 leather, +1 wicker shield)
91–100 1 sep Attacks: Large club +6 melee
Damage: Large club 1d10+4
Face/Reach: 5 ft. by 5 ft./5 ft
reanimated by a mutated bio-engineered disease. Life-drain- Special Attacks: Life Leech (2/day), Telekinesis
ing, sun-vulnerable, blood-drinking mutants pass as normal Special Qualities: Control Weather
humans when they can. If you think “blasters versus vam- Abilities: Str 18, Dex 10, Con 16,
pires” would be fun, you can make it fun. (If you think it Int 8, Wis 14, Cha 12
sounds stupid, forget I mentioned it.) Saving Throws: Fort +7, Ref +1, Will +2
Skills: Listen +3, Psychic Attack +3, Spot +3 Wilderness Lore +3
Omega Monsters Feats: Superior Mutation (Life Leech)
These monsters are unique to Omega World, rather than
being mutated versions of existing monsters. Most have Climate/Terrain: Following your trail
powers not found on the mutation and defect tables. Organization: Solitary, gang (2–4), band (5–12)
Climate and terrain listings for these creatures aren’t Challenge Rating: 3
standard. If you have a climate or terrain type in mind, and Treasure: Standard
some of these creatures appeal to you, the last thing you Alignment: Savage, tribal, anthropophagous
need is an entry in the monster description saying that the Advancement: By character class
monster isn’t found in that climate or terrain type. If, on the
ANDROID
Thinker Warrior Worker
Medium-size Humanoid (android) Medium-size Humanoid (android) Medium-size Humanoid (android)
Hit Dice: 2d8+2 (11 hp) 4d8+16 (34 hp) 3d8+15 (28 hp)
Initiative: +1 (Dex) +4 (Dex) +1 (Dex)
Speed: 30 ft. 30 ft. 30 ft.
AC: 15 (+1 Dex, +4 flex) 19 (+4 Dex, +5 sheath) 15 (+1 Dex, +4 flex)
Attacks: Vibroblade +2 melee, Vibroblade +7 melee, Knife +6 melee,
or blaster pistol +2 ranged or blaster rifle +7 ranged or laser pistol +3 ranged
Damage: Vibroblade 3d6+1, Vibroblade 3d6+6, Knife 1d6+4,
or blaster 4d6 or blaster 6d6 or laser 3d6
Face/Reach: 5 ft. by 5 ft./5 ft 5 ft. by 5 ft./5 ft 5 ft. by 5 ft./5 ft
Abilities: Str 12, Dex 12, Con 12, Str 18, Dex 18, Con 18, Str 18, Dex 12, Con 18,
Int 18, Wis 18, Cha 18 Int 12, Wis 12, Cha 18 Int 12, Wis 12, Cha 12
Saving Throws: Fort +1, Ref +1, Will +7 Fort +5, Ref +8, Will +2 Fort +7, Ref +2, Will +2
Skills: Tech (each) +6 Listen +4, Spot +5 Heal +4, Tech (each) +2
Feats: Expertise Pont Blank Shot Toughness
Androids are artificial human beings that look like pure-strain humans. They travel heavily armed and never surrender. They
are familiar with relic technology and seem never to resort to primitive weapons. A group of androids is generally led by a
thinker, with at least one warrior as a bodyguard.
Some say that androids are grown in vats by the robots, as meat slaves to replace their erstwhile masters. Others say that
they’re born by captive pure-strain women in giant breeding facilities.
The ability scores listed aren’t averages. That’s what scores androids of each type have.
d0043y
Climate/Terrain: Near settlements worth raiding
Organization: Squad (3–6), platoon (7–14 plus 1 4th-level
“knight”), fief (10–60 plus twice that many noncombatants
plus 1 4th-level “knight” per 10 combatants and 1 leader of
6th–8th level)
Challenge Rating: 2
Treasure: Standard, 1 in 10 have relics
Alignment: Feudal, militaristic, touchy
Advancement: By character class
BLAASH
Small Aberration
Hit Dice: 2d8+2 (11 hp)
Initiative: –2 (Dex)
Speed: 5 ft., fly 40 ft. (poor)
AC: 13 (+1 size, –2 Dex,
+4 natural)
Attacks: —
Damage: —
Face/Reach: 5 ft. by 5 ft./5 ft
Special Attacks: Radiation
Special Qualities: Immune to
radiation
Abilities: Str 4, Dex 6, Con 12,
ANTHONY WATERS Int 1, Wis 6, Cha 2
Saving Throws: Fort +1, Ref –2, Will +0
JEFF CARLISLE
These primitive ten-foot tall dog-people relish the taste of Skills: Spot +0, Listen +0
human hands. They rarely use relics unless they are working Feats: —
with others who show them how they work.
Their Control Weather ability is like the spell, usable once Climate/Terrain: Pops up in the worst possible place
per day. Organization: Solitary, flock (10–100)
Arks are sometimes recruited into the Ranks of the Fit as Challenge Rating: 2
foot troops, assuring them regular meals and short life spans. Treasure: None
Alignment: Aggressive
BADDER Advancement: 3–4 HD (Medium-size)
Medium-size Humanoid (hairy)
Hit Dice: 2d8+6 (15 hp [19 hp]) A big, beautiful moth whose abdomen glows brightly with
Initiative: +1 (Dex) radiation. Each round, it deals 3d6 Con damage (radiation) to
Speed: 30 ft. all creatures within 5 ft. and 1d6 Con damage (radiation) to
AC: 19 (17) (+4 Dex, +2 natural, all other creatures within 30 ft.
+3 half metal) Radioactivists call them “angels.”
Attacks: 2 claws +6 (+8) melee,
or crossbow +5 ranged HISSER
JEFF CARLISLE
y0044d
Special Qualities: Telepathy, immune to sonics, immune to
lasers, random psychic mutation CHALLENGE RATINGS
Abilities: Str 18, Dex 8, Con 14, While an individual explorer may be comparable to a
Int 12, Wis 8, Cha 8 D&D character of the same level, a party of explorers
Saving Throws: Fort +4, Ref +4, Will +4 is not as powerful as a party of D&D characters
Skills: Listen +3, Psychic Attack +8, Spot +2, Tech (each) +3, because the individual members aren’t as specialized.
Feats: Superior Mutation (Sonic Blast x2) When planning encounters, give the characters a break
to take into account the weakness of their party
Climate/Terrain: Ruins, wastelands compared to a D&D party of the same level. Or don’t.
Organization: Pod (2–5), colony (20–60 plus 20–60 young
plus 1 10th-level matriarch)
Challenge Rating: 4 A seven-foot tall intelligent white rabbit. Attempts to anni-
Treasure: Standard, 1 in 4 has a relic hilate theses irritating creatures have proven unsuccessful.
Alignment: Devious, heartless Your assistance is welcome.
Advancement: By character class Transform metal to rubber: The hoop’s touch can turn
metal into a rubber-like material. It affects the metal the hoop
Hissers are ten-foot long snakes with human-like arms and touches and the connected metal within 1 yard. This will seri-
shiny scales. They frequently engage in expeditions into the ously mess up plenty of robots, relic guns, security doors, etc.
ruins of the Ancients, seeking relics. Many of them are
equipped with relics, which they use handily. HOPPER
Each hisser has a random mental mutation in addition to Large Beast
its normal array. (Roll for a mutation. If you don’t get a men- Hit Dice: 3d10+9 (25 hp)
tal mutation, pick the closest mental mutation on the table.) Initiative: +3 (Dex)
Each colony is run by a matriarch, the only female. Her Speed: 30 ft. (60 ft. hopping)
eggs all hatch as males. When the colony is large enough AC: 11 (+1 Dex, –1 Size, +1 natural)
(maybe 70 adults), she lays a female egg, and that female Attacks: Kick +6 melee (only when grappled)
becomes the matriarch of a daughter colony. Damage: Kick 1d6+4
Hissers don’t speak, relying instead on telepathy. When Face/Reach: 5 ft. by 10 ft./5 ft
members of a colony congregate and “commune,” they con- Special Qualities: Chameleon Skin
nect telepathically so deeply that they lose their sense of Abilities: Str 18, Dex 16, Con 16,
individuality. (The matriarch keeps hers.) In this way, the Int 2, Wis 12, Cha 4
matriarch periodically tunes her brood to her will. Saving Throws: Fort +6, Ref +6, Will +2
Skills: Hide +26, Listen +4
HOOP Feats: Dodge, Mobility
Medium-size Humanoid (hairy)
Hit Dice: 3d8+3 (16 hp) Climate/Terrain: Wherever
Initiative: +1 (Dex) Organization: Herd (2–20)
Speed: 50 ft. Challenge Rating: — (don’t fight)
AC: 13 (+1 Dex, +2 natural) Treasure: None
Attacks: Sword +3 melee, or Alignment: Timid
crossbow +3 ranged Advancement: 4–8 HD (Large), 9 HD (Huge)
Damage: Sword 1d8+1, or cross-
bow 1d8 This mutated rabbit is big enough to carry a human rider,
Face/Reach: 5 ft. by 5 ft./5 ft serving as a riding mount. Its normal pace is no faster than a
Special Attacks: Transform human’s, but when in need it can hop at great speed.
metal to rubber Remaining on a hopper while it hops requires a Ride check
Special Qualities: Telepathy of 15 each round. Most riders use a special saddle, which
Abilities: Str 12, Dex 12, Con 12, grants a +5 on the check. A rider can little more than pray
Int 10, Wis 12, Cha 10 while the hopper is hopping.
JEFF CARLISLE
Saving Throws: Fort +2, Ref +4, Will +3 When a hopper jumps, treat its speed as 60 ft. even if it
Skills: Psychic attack +3, Tech (any one) +3 hasn’t been moving that fast.
Feats: Iron Will
LATTERBUG
Climate/Terrain: Preferably in your crosshairs Large Vermin
Organization: Gang (3–8), warren (20–50 plus 20–50 young Hit Dice: 7d8+56 (87 hp)
plus 1 7th-level leader) Initiative: +0
Challenge Rating: 1 Speed: 20 ft., fly 20 ft. (3 rounds/hour)
Treasure: Standard, 1 in 10 has a relic AC: 17 (–1 Size, –2 Dex, +10 natural)
Alignment: Curious Attacks: Bite +10 melee
Advancement: By character class Damage: Bite 1d8+9
Face/Reach: 5 ft. by 10 ft./5 ft
d0045y
Special Qualities: Haste Self (5 rounds), Force Field (14 ORLEN
points), Poor Respiratory System, Sensitive to Cold Medium-size Humanoid (orlen)
Abilities: Str 22, Dex 6, Con 26, Hit Dice: 3d8 (13 hp)
Int —, Wis 10, Cha 4 Initiative: +0
Saving Throws: Fort +13, Ref +0, Will +2 Speed: 30 ft.
Skills: Listen +8, Spot +7 AC: 13 (+3 half metal)
Feats: — Attacks: 2 Large weapons +4 melee, or 2 Large bows +2
ranged
Climate/Terrain: Ruins, forests, anywhere it can get the drop Damage: 2 Large melee weapons 2d6+6 each, or 2 Large
on you bows 2d4+2 each
Organization: Solitary, gang (2–7) Face/Reach: 5 ft. by 5 ft./5 ft
Challenge Rating: 5 Special Attacks: Telekinesis
Treasure: None Special Qualities: Dual Brain, Telepathy, random mutation
Alignment: Predatory Abilities: Str 14, Dex 10, Con 10,
Advancement: 8–10 HD (Large); 11–21 HD (Huge) Int 12, Wis 12, Cha 12
Saving Throws: Fort +1, Ref +3, Will +2
A latterbug is a beautiful sight, a round beetle almost ten feet Skills: Psychic Attack +3, Tech (any one) +3, Wilderness Lore +3
long, with a glossy red shell marked with bold, black spots. Feats: Weapon Proficiency (bow)
It’s less beautiful when it’s dropping out of the sky on you,
and all you can see is the gray and black underside (and Climate/Terrain: Fertile valleys, shores, anywhere
maybe your life flashing before your eyes). Organization: Team (3–6), settlement (30–80 plus an equal
While they sometimes appear in groups, they don’t work number of noncombatants plus 1 5th-level officer per 10
together as a pack. orlens and 1 7th-level leader)
Challenge Rating: 2
Treasure: Standard, 1 in 10 has a relic
Alignment: Wary, peaceable
Advancement: By character class
This mutated human stands 7 feet tall and has two heads and
four arms. They will barter peacefully for relics and welcome
news from travelers.
Each orlen has a random mutation in addition to its nor-
mal array.
PODOG
Large Beast
Hit Dice: 6d8+19 (46 hp)
Initiative: +1 (Dex)
Speed: 40 ft.
AC: 13 (–1 Size, +1 Dex, +3 natural)
Attacks: Bite +8 melee
Damage: 2d4+7
Face/Reach: 5 ft. by 10 ft./5 ft
Special Attacks: Sound Mimicry
Special Qualities: Scent
Abilities: Str 20, Dex 12, Con 16,
Int 2, Wis 12, Cha 6
Saving Throws: Fort +8, Ref +6, Will +3
Skills: Listen +4, Spot +7
y0046d
and rarely for sale. (Whether owning an animal who’s that Attack: 1 blaster eye beam +3 ranged
smart amounts to slavery is a philosophical issue best Rapid Shot +1/+1 ranged
broached with caution.) Autofire –1/–1/–1 ranged
Sound Mimicry: Once per round, when hit by a sonic Rapid Shot + autofire –3/–3/–3/–3 ranged
attack, the podog can copy that attack and send the copy Damage: Blaster eye beam 4d6 (17–20/x2)
back toward the original source. Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Construct traits, Darkvision 60 ft., Low-
SEP light Vision
Large Aberration Abilities: Str 6, Dex 14, Con —,
Hit Dice: 7d8+7 (38 hp) Int 8, Wis 12, Cha 6
Initiative: +2 (Dex) Saving Throws: Fort +1, Ref +3, Will +2
Speed: Burrow 40 ft. Skills: —
AC: 15 (–1 size, +2 Dex, +4 natural) Feats: Multishot, Point Blank Shot, Rapid Shot
Attacks: Bite +8 melee
Damage: Bite 2d4+6 Organization: Any
Face/Reach: 5 ft. by 10 ft./5 ft Challenge Rating: 3
Special Qualities: Tremorsense 300 ft. Treasure: None
Abilities: Str 18, Dex 14, Con 12, Alignment: Robotic, curious
Int 1, Wis 12, Cha 2 Advancement: —
Saving Throws: Fort +3, Ref +4, Will +6
Skills: Listen +7 Spider bots are utility robots. They look like big, black, round
Feats: Dodge, Mobility, Spring Attack balls with articulated, spidery legs. A spider bot can produce
a thin arm with a vice grip hand to manipulate objects. They
Climate/Terrain: Beaches, snowfields, anywhere the soil isn’t scout, patrol, and relay messages.
laced with tree roots
Organization: Solitary STALKER BOT
Challenge Rating: 3 Large Construct (robot)
Treasure: None Hit Dice: 20d10 (110 hp)
Alignment: Hungry Initiative: –1 (Dex)
Advancement: 8–10 (Large), 11–17 (Huge) Speed: 60 ft.
AC: 23 (–1 Dex, –1 size, +15 natural)
This mutated, air-breathing shark has the teleki-
netic ability to push sand, loose soil, or even
snow out of the way as it “swims” through the
ground or through snow. It typically attacks by
lunging out of the ground, taking a bite, and div-
ing back in again (Spring Attack).
Some people call these things “land sharks,”
not realizing that there’s an even more fearsome
burrowing creature that often goes by that
name.
Robots
Robots come in all types, and can be outfitted
with any relic weapons and other items. A few
are listed here as examples.
Unlike standard constructs, robots suffer
criticals. (Their vital spots are electronic, but
they’re vital nonetheless.)
Robots can be outfitted with extra weaponry,
miscellaneous features (such as communications
gear), additional armor, etc. Look at relic
descriptions for ideas. The robots described here
are “stock,” but you can customize any and all
the robots that the explorers meet.
SPIDER BOT
Medium-size Construct (robot)
Speed: 40 ft.
Hit Dice: 3d10 (16 hp)
Armor Class: 15 (–1 Dex, +6 natural) ANTHONY WATERS
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Attacks: Blaster +13/+8/+3 ranged
Rapid Shot +11/+11/+6/+1 ranged
DEATHBOT WEAPONS SYSTEMS Autofire +9/+9/+9/+4/–1 ranged
Weapon Type Cost Range Swath Damage Rapid Shot + autofire +7/+7/+7/+7/+2/–3
Blaster cannon 2 5,000 ft. 30 ft. 15d6 ranged
Black ray cannon 6 1,000 ft. 30 ft. 15d6* Damage: Blaster 8d6
Heavy torc guns 4 500 ft. 10 ft. 8d6** Face/Reach: 5 ft. by 5 ft./10 ft.
Laser batteries 8 10,000 ft. 20 ft. 8d6 Special Attacks: —
Wave cannon 2 1,000 ft. 30 ft. 15d6† Special Qualities: Construct traits, darkvision 60 ft.,
* Fort save (DC 30) or die. force field 75 pts., low-light vision
** Fort save (DC 26) or be disintegrated. Abilities: Str 12, Dex 8, Con —,
† Damage to forced fields, robots, and zap tech only. Int 8, Wis 14, Cha 2
Additionally, your typical deathbot is equipped with 1d100 minimis- Saving Throws: Fort +6, Ref +5, Will +8
siles (can be launched up to 6 at a time). Skills: —
Feats: Multishot, Point Blank Shot, Rapid Shot
Organization: Any
Challenge Rating: 8
Treasure: None
Alignment: Robotic, relentless
Advancement: —
DEATHBOT
Gargantuan Construct (robot)
Hit Dice: 80d10 (440 hp)
Initiative: +5 (Dex)
Speed: Fly 300 ft. (perfect)
AC: 26 (+5 Dex, –4 size, +15 natural)
Attacks: See below
Damage: See below
Face/Reach: 20 ft. by 40 ft./10 ft.
Special Attacks: See below
Special Qualities: Force field 300 pts, blindsight 300
ft., darkvision 1,000 ft., low-light vision
Abilities: Str 40, Dex 20, Con —,
Int 20, Wis 20, Cha 20
Saving Throws: Fort +60, Ref +65, Will +65
Skills: —
Feats: —
Organization: Any
Challenge Rating: Your guess is as good as mine
Treasure: None
Alignment: Out to get you
Advancement: —
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setting where smarty-pants rogues and monks have Iron Society
improved evasion, the deathbot is able to target individuals, These mutated humans are out to eliminate pure strain
with +65 on its ranged attack, with multiple base attacks and humans. They say it’s because mutants are the next step in
autofire.) It cuts loose with only about 10 attack types per evolution and they’re just “cleaning up.”
round, but it is capable to layering multiple attacks of the
same type over a given area. Each attack type has a “type Knights of Genetic Purity
cost,” as presented on the table on the facing page. Calculate They want to purify the human gene pool by slaughtering
the type cost for each attack in a given round, and stop mutated humans. They prefer to get to the mutants when
when you reach 10. You can spend fewer than 10 points in a they’re young, before they have a chance to breed, and
single round, but cannot exceed that limit. they’re just sure that the dirty mutants are after their
women. They have no particular problem with mutated
Cryptic Alliances animals. For mysterious reasons, they sometimes spell their
Cryptic alliances are secret (or not so secret) groups work- alliance “KKKnights of Genetic Purity.”
ing to some shared end. They might be political organizations,
power blocs, religious groups, or simply like-minded beings. Radioactivists
God, with purifying light brighter than the sun, has recreated
CRYPTIC ALLIANCE DESCRIPTIONS the world. His presence can be felt in the glowing ruins of
Cryptic alliances are listed in alphabetical order. the Ancients, where He still works his miracles on those who
are worthy and who come to seek His blessing.
Archivists
Only the Archivists truly appreciate relics for what they are: Ranks of the Fit
objects of veneration. They collect relics, polish them beauti- A mutated bear, styling himself as a Napoleon for a new world,
fully, display them on pedestals, and worship them. They is gradually conquering the globe with his disciplined, fearsome
incorporate whatever words and phrases of the past that army. Anyone’s welcome to join, as long as they’ll take orders
they can learn into their prayers. If they prey fervently from mutated animals, who hold all positions of power.
enough, the Golden Age will return.
Restorationists
Brotherhood of Thought By prioritizing action items and synergizing resource
These intellectuals and rebels attempt to spread the noble vectors, the Restorationists plan to rebuild the world on an
goals of equality, self-determination, freedom of conscience, acceptable timetable. First, though, they need to collect,
acceptance of diversity, and respect for sentient life. Thanks repair, and open fire with lots of good relic weapons.
to their devotion to their cause (and perhaps to the underly-
ing rightness of their ideals), they often achieve substantial Seekers
success in helping societies establish the rule of law, inter- The Golden Age was a time of sin and war. Its cursed relics
nally and externally. They’re really not getting anywhere on are poisoning the world. The Seekers have a solution to this
the gun control front, though. problem: finding and destroying all the relics they can. Using
relic weapons to destroy relics is forbidden, so Seekers try
Created not to get caught doing so.
Androids are perfect. The world is imperfect. Logically,
androids should rule and make the world perfect. As Zoopremacists
androids can pass for pure-strain humans (“uncreated animal With a logic that has come to seem inevitable, a bunch of
beings”), they often infiltrate settlements and trick people mutated animals think that mutated animals are better than
into working for the secretive “Created.” everyone else. Those who agree are free to live and to
serve their superiors. Those who disagree make good eating.
Followers of the Voice
The voice of God speaks through computers, His mouth- CRYPTIC ALLIANCE NPCS
pieces on earth. Computers are to be venerated and obeyed. Generally, treat cryptic alliance members as explorers (see
(Archivists are to be persecuted, the schismatics.) below). They may work in small strike teams (1d12 members
plus a higher-level leader), form large groups (10–40 mem-
Friends of Entropy bers plus 1–4 higher-level officers plus 1 higher-level leader),
They’re on the winning side when it comes to the heat death or settle in strongholds and communities (50 members or
of the universe and the eventual demise of all life. Only more, plus noncombatant, allies, domesticated animals, etc.).
they’re not keen on the “eventual” part of it. They operate in
secret because no right-minded people would let these Savages
lunatics live. Savages have a primitive tribal outlook. They are good to
other members of the tribe, but they regard other people as
Healers outsiders. Savage males sometimes abduct compatible
Healers are committed not only to healing broken and poi- females as mates and kill other males as rivals. (Less often,
soned bodies but to mending hatreds and conflicts. females abduct males. When females abduct males, they may
get mates with better genes, but they don’t beget more chil-
dren, so their pay-off isn’t as high.)
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TABLE 4-4: RANDOM CRYPTIC ALLIANCE
d100 Cryptic Alliance Relics
1—10 Friends of Entropy: Kill everything Some
11—20 Healers: Peacemakers Some
21—30 Iron Society: Mutated humans out to eliminate pure-strain humans Some
31—40 Knights of Genetic Purity: Pure-strain humans über alles Lots
41—50 Ranks of the Fit: World-conquering army led by mutated animals Some
51—60 Restorationists: Rebuilding the world Lots
61—70 Seekers: Hate relics None
71—75 Archivists: Worship relics Lots
76—80 Brotherhood of Thought: Enlightened coexistence Some
81—85 Created: Androids über alles Lots
86—90 Followers of the Voice: Worship computers Lots
91—95 Radioactivists: Worship radiation Some
96—100 Zoopremacists: Mutated animals über alles Some
Relics: “Some” means as many as common for creatures or explorers of that type. “Lots” means twice as many. “None” means none.
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TABLE 4-6: AVERAGE EXPLORER STATISTICS
d% Proportion Lvl hp Init Melee Ranged F/R/W Skills Feats Relics
1—1 1 10 78 +5 +9 +9 +8 13 5 2d4
2—3 2 9 71 +4 +8 +8 +7 12 4 1d6
4—5 2 8 63 +4 +7 +7 +6 11 4 1d4
6—8 3 7 56 +3 +6 +6 +6 10 3 1d3
9—12 4 6 48 +3 +6 +6 +5 9 3 1 + 60%
13—19 7 5 41 +3 +5 +5 +5 8 2 1 + 20%
20—29 10 4 34 +2 +4 +4 +4 7 2 80%
30—44 15 3 26 +2 +3 +3 +3 6 1 40%
45—67 23 2 19 +1 +2 +2 +3 5 1 20%
68—100 33 1 11 +1 +1 +1 +2 4 0 10%
Proportion: About how many explorers out of 100 are at this level.
Lvl: Class level (not effective level). For pure-strain humans, add +1 (maximum 10).
hp: Average hit points.
Init: Initiative.
Melee: Melee attack.
Ranged: Ranged attack.
F/R/W: Saving throws. For simplicity, assume that they’re all the same. (This is the average of three separate saves.)
Skills: A default NPC explorer has a number of skills equal to 4 + its Int mod (or 5 + Int mod for a pure-strain human). This score
is the bonus in each skill, not counting variations for the explorer’s stock.
Feats: These are the feats that haven’t been folded into hp, initiative, attacks, and saving throws. Pure strains get +1 feat. Use
these feats for Superior Mutation or for proficiencies with relics, as needed. If you have extra feats left over and nothing much to do
with them, just use them for more Toughness. (Keep it easy for you to run.)
Relics: How many random working relics the explorer has. If a percentage is listed, that’s the chance for 1 relic (or 1 additional
relic). For savages, roll for relics 1 level lower than normal.
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TABLE 4-8: RANDOM DOME RELICS TABLE 4-9: RANDOM DOME MENACE
d% Dome Relics d% Dome Menace
1—30 Abandoned Gear: Could be hybrid 1—20 Poison: Toxic gas, venomous plants, poison
weapons, relics, mutated plant and ani- dust, etc.
mal goods, trade goods, etc. 21—30 Radiation: Could be low intensity over
31—50 Original Relics: Probably hidden, hard to the whole dome or high intensity in one
get to, or protected by some sort of location.
menace. Not a bad place to leave cam- 31—50 Vermin: Monstrous vermin or maybe lots
paign-altering relics, if you’re going to of little vermin. Spells like summon swarm
have any. and insect plague might work for these
51—60 Traces: Leftover hints of relics, maybe menaces.
very powerful ones, but they’re gone 51—70 Mechanical Hazard: Weak floor, electrical
now. Could be grenade craters, foot short, collapsing ceiling, elevator that low
prints left by powered armor boots, etc. ers you inexorably into a basement flooded
61—90 None: Someone else got there first. to the ceiling.
91—100 Roll Twice 71—90 None
91—100 Roll Twice
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k Chapter 3
relics
RELICS ARE THE AMAZING WEAPONS AND TOOLS THAT THE
ANCIENTS MADE BEFORE THE BOMB. IN OMEGA WORLD, YOU ’RE
NOBODY IF YOU DON ’T HAVE AT LEAST ONE RELIC.
Whenever you need to generate a relic (see Chapter 4: force field for the wearer. Runs for 1 hour on a chemical cell.
Encounters and Chapter 5: Campaigns for examples of when Does not drain power while the force field is switched off.
this might happen), roll first on Table 3-1: Random Relic Powered Utility Armor: Like shell armor, but with mechan-
Status to determine the condition of the relic to be gener- ical servos that grant the wearer a 20 Strength and a ground
ated. Then, roll on Table 3-2: Random Relics, and follow the speed of 40 ft. Runs for 100 hours on an atomic energy cell.
directions from there. Sheath Armor: Padded, reinforced, layered armor, like
modern-day riot gear.
RELIC ARMOR DESCRIPTIONS Shell Armor: Like ceramic armor, but also airtight, with air
The more complete a set of armor is, the less well it fits filter, protecting the wearer from airborne poison, radiation,
someone whose body shape deviates from the human norm. pathogens, etc. Resist cold and fire 15.
A character can use the Tech (hard) skill to adapt nonpow-
ered armor to fit an unusual shape more or less well. Doing
so with powered armor requires Tech (zap) as well. The GM TABLE 3-2: RANDOM RELICS
sets the DC according to how far the body deviates from the d% Random Relic
human form and how rigid the armor is. In either case, the 01–10 Armor. Roll on Table 3–3.
armor has a chance of being ruined; roll for failure based on 11–30 Drugs. Roll on Table 3–4.
its status (see Table 3–1: Random Relic Status). 31–50 Energy Cells. Roll on Table 3–5.
Ceramic Armor: Articulated and light, resist cold and fire 10. 51–70 Grenades. Roll on Table 3–6.
Combat Shield: A light, sturdy shield made of a high-tech 71–80 Gun. Roll on Table 3–7.
plastic, with a clear screen to see through. 81–90 Melee Weapon. Roll on Table 3–8.
Flex Armor: Reinforced jumpsuit, resist cold and fire 5. 91-100 Tools. Roll on Table 3–9.
Personal Force Field: A backpack that generates a 10-point
Status: This is what “shape” the artifact is in. Unless the relic is hazardous, a character can tell its status by examining it. If the
status is Hazardous, re-roll to see what shape it looks to be in.
Operating?: If you find a random relic, this is the chance that it works. Busted means it doesn’t work. Working, dry means it works
but it doesn’t have a charged energy cell. (If it doesn’t require an energy cell, then it’s working fine.) Working, juiced means it works
and is charged (if appropriate). Unfortunately means it’s working just well enough to blow your fingers off or something.
Failure: Make this roll after an item has suffered abuse, such as being swallowed (along with its owner) by a giant frog, or if its
owner has been killed in some spectacular way. If the roll indicates failure, then the item stops working and is degraded one level in
status. It will take a Tech skill check to get the relic working again. Oh, yeah means that it will fail spectacularly at the first available
opportunity.
Working: If you already know the relic is working, and you just want to see what shape it’s in, roll on this column. For example, if
an explorer gets a random working relic, roll on this column for the relic’s status.
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TABLE 3-3: RANDOM RELIC ARMOR
Armor Force Armor Check Max
d% Armor Bonus Field Penalty Dex Type
1—20 Combat Shield +3 — –1 — shield
21—40 Flex Armor +4 — –1 +8 light
41—60 Sheath Armor +5 — –2 +7 light
61—70 Ceramic Armor +6 — –3 +5 light
71—80 Shell Armor +7 — –4 +4 medium
81—90 Powered Utility Armor +8 10 pts. –10 +8 powered
91—100 Personal Force Field — 20 pts. — — —
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TABLE 3-6: RELIC GRENADES
Range Burst Direct Burst
d% Grenades Increment Radius Damage Damage Weight
1—40 1d8 frag 20 ft. 30 ft. 4d6 2d6†† 2 lb.
41—70 1d4 blaster 20 ft. 20 ft. 6d6 3d6†† 2 lb.
71—80 1d6 stun 20 ft. 20 ft. 3d6§ 2d4§ 2 lb.
81—90 1d4 wave 20 ft. 20 ft. 6d6* 3d6* 2 lb.
91—95 1d3 black blast 20 ft. 10 ft. 4d6**/DC 18 2d6**/DC 13 2 lb.
96—100 1d3 torc 20 ft. 10 ft. 3d6†/DC 16 2d4†/DC 11 2 lb.
* Damage only affects robots, zap tech weapons, and force fields.
** Plus death unless the creature succeeds at a Fortitude save, DC 18 for a direct hit and DC 13 for others in the blast radius.
† Plus disintegration unless the creature (or object or force field) succeeds at a Fortitude save, DC 16 for a direct hit and DC 11 for
others in the blast radius.
†† A successful Reflex save (DC 15) reduces damage to a creature in the blast radius by half. (Creatures hit directly are not allowed a
Reflex save to reduce damage.)
§ The weapon deals subdual damage rather than normal damage.
Grenades: See descriptions, above.
Range Increment: As usual, you can throw a weapon up to 5 range increments.
Burst Radius: If you’re on a grid, center the burst on an intersection (as with a spell).
Direct Damage: A grenade deals this damage to all creatures within 5 ft.
Burst Damage: A grenade deals this damage to all creatures outside 5 ft. but within the burst radius.
RELIC GUN DESCRIPTIONS A character gains proficiency in all these weapons by tak-
All these weapons (other than the flamer and gunpowder ing the feat Relic Weapon Group Proficiency (relic ranged
gun) are powered by chemical cells. Any time you make an weapons).
attack roll with such a weapon and the roll is a natural 1, the Black Ray [pistol, rifle]: The black ray deals no damage to
energy cell has run out of juice and the attack does not go a creature protected by a force field (and no damage to the
off. Replacing an energy cell is a move-equivalent action force field). Some say that the ray is so black that you can
(and so is getting a fresh cell from your pack, or wherever see it in pitch darkness as a line of even deeper darkness.
you’ve stowed it). If an attack doesn’t require a roll, roll a die Blaster [pistol, rifle]: A blaster projects a bolt of disrupt-
anyway just to see whether the cell runs out. ing energy, damaging to living and nonliving things alike.
All guns, others than those that projects cones, are capa- Damage from a blaster is not divided by 2 when dealt to an
ble of autofire. (See Autofire on page 33.) inanimate object.
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TABLE 3-8: RELIC MELEE WEAPONS
d% Melee Weapon Size Damage Critical Weight
01–40 Vibro blade Medium-size 3d6 18–20 2 lb.
41–70 Energy mace Large 4d6 20 5 lb.
71–90 Stun whip Medium-size 1d4§ 20 3 lb.
91–100 Laser sword Medium-size 3d6 17–20 2 lb.
RAMON PEREZ
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shock calibrated to stun living creatures. The stun has no Campaign-Changing Relic Descriptions
effect on robots. Armageddon Armor: See table 3–10: Campaign-changing
Vibro Blade: A force field shaped liked a sword. Armor. Like powered assault armor, plus a minimissile
launcher along the right arm, with 10 minimissiles.
RELIC TOOLS DESCRIPTIONS Additionally, the helmet has a built-in haste inhaler, with six
Anti-grav sled: A 10 ft. by 5 ft. flat sled that floats about charges. The armor requires 3 atomic energy cells for 100
5 ft. off the ground. It can carry up to 20 tons. hours of operation.
Bio analyzer: A handheld device with a display screen. It Bubble Car: This vaguely saucer-shaped, glossy black
analyzes the body and medical condition of anybody it’s vehicle can carry 20 passengers (or 3 tons of cargo). On
“pointed” at (out to a range of a yard). One needs Tech anti-grav propulsion, it can fly anywhere, even to outer
(med), knowledge of the Ancient tongue, and literacy to space or to the bottom of the ocean. It has a 200 point force
interpret the results. The analyzer reveals illness, poisons, field for emergencies. It runs on solar energy (and must be in
injuries, radiation poisoning, etc. Results when used to ana- the sun for at least 10 hours every three days). But it has an
lyze nonhumans (and especially nonmammals and inverte- atomic energy cell for emergency use (12 hours). Maximum
brates) are uncertain. speed: Mach 10.
Communicators: Small, handheld devices that transmit Jet-cycle: A motorcycle with jet assists for high ground
sound, images, and text to each other. They can be set to a speed (200 mph) and jet propulsion for full on flight (400
variety of frequencies. Usually come in pairs. mph). Carries one driver and one passenger. Military ver-
Goggles: Grant low-light vision, darkvision (60 ft.), flash sions are outfitted with force fields (50 points) and
protection, tinting in response to bright light, short-range 6 minimissiles.
magnification, and long-range telescopic vision. Life Ray: This miraculous device can sometimes restore
Solar recharger: Recharges chemical cells 1/day. the dead to life. It has a chance to raise someone only within
Sonic imager: A flat, slightly flexible tile 1 foot across, 24 hours of death. The base chance is 50%. If death was rel-
with a display screen. Put it up to a solid surface, and it dis- atively kind to the corpse (such as asphyxiation), the chance
plays images of the object’s internal structure. Adjusting is 75%. If the death was relatively damaging (such as a frag
scale, depth, and angle allows one to display a rough repre- grenade), the chance is 25%. If there’s really nothing left to
sentation of rooms on the other sides of walls or a be brought back (such as blown to bits or disintegrated), then
machine’s inner workings. Probing explosives with sonic there’s no chance.
imaging vibrations is a tricky task best left to characters Minimissile: A minimissile is a foot-long, self-propelled
with wicked defects. missile, shot from a launcher like a grenade-like missile (range
Tractor wand: Sends a tractor beam that holds and lifts increment 500 ft., scatter 1d6 per 500 ft.). The minimissile
things with the equivalent of 20 Strength. Works out to 30 ft. deals 10d6 on a direct hit, or 5d6 to everyone in the burst
range. A Reflex save (DC 20) allows a target to wriggle free area (50 ft. radius). Using the minimissile requires the Relic
when the beam first tries to grab hold. After that, it’s Weapons Group Proficiency (relic heavy weapons) feat.
Strength versus Strength. If the victim has to struggle with- Powered Defender Armor: See table 3–10: Campaign-
out anything to grab onto or a surface to push off against changing Armor. Similar to powered utility armor, but with
(like if they’re up in the air), their Strength check is at –5. flight capability.
The tractor beam can’t “manipulate” anything, just push and Powered Assault Armor: See table 3–10: Campaign-chang-
pull it around. ing Armor. Like powered utility armor, but with flight capabil-
ity, a laser weapon in each forefinger (treat as a pistol that
CAMPAIGN-CHANGING RELICS doesn’t need a separate chemical cell), and a grenade
These are rare, not because they’re too powerful, but launcher with 20 grenades (roll randomly for type). In the
because they work against party cooperation. If one charac- launcher, a grenade has a range increment of 50 ft. (and
ter in the party (and only one) gets armageddon armor, then only scatters 1d6 ft. per 50 ft.) Using the grenade launcher
that character is home free in any encounter that the other properly requires the Relic Weapons Group Proficiency (relic
explorers can handle, and the other characters are toast in heavy weapons) feat. The helmet’s visor has all the visual
any encounter that threatens the character in armor. Don’t capabilities of relic goggles. The armor requires 2 atomic
bring out this stuff until there are enough relics in the party energy cells for 100 hours of operation.
that these relics don’t dominate. (But don’t wait until they’re
uninteresting, either.)
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p Chapter 2
Combat and
Freeform experience
SURVIVING THE POST-BOMB LANDSCAPE REQUIRES UNDER-
STANDING A FEW MINOR RULES DIFFERENCES BETWEEN
OMEGA WORLD AND DUNGEONS & DRAGONS.
Relic Weapons protection (total) against relic attacks (but not less than 0
in Combat points of protection).
Use these rules for relic weapons in combat.
RELIC WEAPONS AND ATTACKS OF
RELIC WEAPONS AND ARMOR OPPORTUNITY
Normal armor is not very effective against relic weapons. Firing a gun does not draw an attack of opportunity, as using
How Relic Weapons and Armor Work: Against regular an archaic ranged weapon does.
attacks, Narms’s Dex and half-metal armor give him an AC Throwing a grenade does draw an attack of opportunity.
of 17. Against relic attacks, however, it’s only 12. Leonard,
wearing flex armor, has an AC of 15, even against relic THROWING GRENADES
attacks. Grenades are grenade-like weapons. (You probably already
Relic Armor Class: Relic weapons blow right through most had that figured out.)
regular and natural armor. Normal armor is weaker against Since Omega World is a dangerous place, and Omega
relic attacks than against normal attacks. Relic armor, on the World grenades have really big “splash” areas, grenades fall
other hand, was built to withstand relic weapons, and it func- further from their mark than in D&D. When rolling for dis-
tions normally against them. tance for a scattering grenade, the distance from the mark is
Relic weapons ignore the first 5 points of non-relic 1d6 per 20 ft. the grenade was thrown (1d6 per range incre-
armor. Against a relic weapon, a creature has a special ment), with a minimum of 1d6 ft.
armor class, called the relic armor class, “RAC.” This is 5 less For example, Kokbuk throws a grenade 50 ft. and
than the creature’s normal AC, but not less than the crea- misses. The player rolls 2d6 and gets 9, so the grenade
ture’s touch AC. lands 9 feet away.
Another way to think of it is that a creature’s natural
armor, artificial armor, and shield are worth 5 points less Reserve Points
Each character has a
reserves score, repre-
senting their capacity to
recover quickly from
injury. Characters use
reserves to replenish lost
hit points. Thus, charac-
ters may be wounded and
near death by the end of
a fight but then recover
to full strength (or nearly
full strength) before the
next fight begins. Still,
they can’t take a beating
over and over again with-
out depleting their capac-
ity to recover. Reserve
points effectively double
the number of hit points a
character can lose over
the course of multiple
fights but do not increase
the amount of damage a
character can withstand
in a single fight.
TOM FOWLER
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TOM FOWLER
How Reserve Points Work: Narms has 22 hit points, so he mally (at the standard rate of 1 per character level per hour).
also has 22 reserve points. In a battle with psychic rats, he Replenishing Reserve Points and Hit Points: For healing,
suffers 6 damage, dropping his hit points to 16. After the treat hit points and reserve points interchangeably. Healing
fight (over the course of 6 minutes), his reserve points increases the hit points score up to the baseline score, and
“convert” to hit points. His new hit points score is 22, and his excess healing restores reserve points. Since characters
new reserve score is 16. During the next fight, he suffers 24 effectively have twice as many hit points as in the D&D game,
damage, drops to –2, bleeds for five rounds, and finally stabi- healing is twice as fast: 2 points per Hit Die per day of rest.
lizes at –7. Over the next 16 minutes, his last 16 reserve Constitution Bonus and Reserves: Changes in your Con
points convert to hit points. After the first 7 minutes he’s bonus affect reserves just as they affect hit points. If your
conscious but disabled (0 hp). After the 8th minute, he’s back Con goes up or down, your reserves go up and down, just
on his feet (1 hp), and after all 16 minutes he’s up to 9 hit as your hit points do. If your reserves drop below 0, the
points and 0 reserves. excess damage is hit point damage.
Narms gets a day of rest. He gets 6 hit points back (dou- For example, Kokbuk has been knocked around today, and
ble his level), so he’s up to 15 hp. Another day gives him 6 now he gets poisoned. His hit points were at full, 28, but his
more: 21 hp. (He’s still at 0 reserves. If he regained any reserves were down to 5. The poison deals 7 Con damage,
reserves, they’d just convert to hit points anyway.) After the dropping his Con modifier from +2 to –1. He loses 3 points
third day of rest, Narms has full hit points (22) and 5 reserve off each of his 3 Hit Dice, so his hit points and his reserves
points (the rest of the day’s 6 points of healing). In another each drop 9 points. His hit points drop to 19, and his
three days, his reserves will be back at full, too. reserves drop to –4. The excess loss in reserves comes off
Reserve Points Score: A character’s reserves score hit points, so his final statistics are 15 hp and 0 reserves,
equals their baseline hit points. A character with 17 hit points, representing a total of 18 points of damage.
for example, has 17 reserve points as well. Vitality Points: Reserves are like vitality points in the Star
Reserve points automatically convert to hit points at the Wars RPG in that they’re a system to allow characters to
rate of 1 per minute of non-strenuous activity (such as hik- recover quickly from wounds. But they do not work the
ing, but not climbing, swimming, or fighting). For each hit same way. You don’t, for example, take damage to your
point gained in this way, the character also reduces subdual reserves first, so get that out of your head.
damage (if any) by 1. If the character has only subdual dam-
age, they can convert reserve points to reduce subdual dam- Autofire
age at the rate of 1 per minute (representing pushing Most relic guns have autofire capability, meaning you can
oneself), or they can let the subdual damage recover nor- fire multiple times in a round.
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defender. (This time, it’s a normal attack roll, not a touch
attack.) If the attack didn’t require an attack roll (such as
TABLE 2-1: MULTIPLE AUTOFIRE ATTACKS damage from a sonic gun), then it deals excess damage to
Extra Normal With the defender without needing to make the attack roll.
Attacks Penalty Multifire If there’s a save for reduced damage (as with a frag
one –4 –2 grenade), then the character makes the save and determines
two –6 –4 how much damage is coming in before the damage is applied
three* –8 –6 to the force field.
*Only possible if you have the Rapid Shot feat. Force Fields and Special Attacks: The force field negates
Extra Attacks: How many extra attacks the character makes kinetic energy (thus absorbing damage from melee weapons
as part of a full attack. or falls from great heights), as well as coherent light (lasers),
Normal Penalty: Apply this penalty to all shots for the round. disintegrators, black rays, blasters, cold, fire, electricity, and
With Multifire: Apply this penalty instead if the character has sonics. (Cold is not an energy, but the force field protects
the Multifire feat. against heat moving out as well as heat moving in.) Since
acid isn’t an energy in the science fiction sense, just a liquid,
it does no more damage to a force field than the same
With an autofire weapon, you may use the full attack amount of water would. Likewise, black rays are negated by
option and fire one or two extra times. If you fire one extra force fields without damaging the field. Disintegrators, how-
time, all your shots (including the first) until your next action ever, can disintegrate force fields as if they were objects; the
are at –4 (unless you have the Multishot feat, in which case force field’s save is at +0.
they are all at –2). If you fire two extra times, all your shots Rebuilding Force Fields: Each time the force field negates
(including the first) until your next action are at –6 (unless energy, the lattice or pattern of energy suffers damage and
you have the Multishot feat, in which case they are all at –4). breaks apart a little bit. Eventually, the damage accumulates
In addition to those attacks, you can also use Rapid Shot and shuts the force field down. A damaged or shut down
(if you have it) to gain one additional shot, with an additional force field can rebuild itself, but at the slow rate of 1 point
–2 penalty on all shots. per minute (not much help in combat). A force field shut
down by a disintegrator rebuilds itself normally from 0.
It takes 1 minute per hit point to power a force field up
Psychic Attacks (the same rate as “rebuilding” a damaged force field, since
Any creature with a psychic attack can gain ranks in the powering it up and rebuilding it are basically the same thing).
Psychic Attack skill (which uses a Cha modifier), but you have Switching Force Fields Off: A force field can be “switched
to take it as a class skill if you don’t want to pay two for one. off.” While off, it has no effect. It can be switched back on
The attacker’s skill check result is the defender’s Will save DC. again, at the strength it had when it was switched off. (This
Psychic attacks usually have “one living creature” as their option is used mostly for force field doors and walls.)
target (as for a spell), and using a psychic attack is a stan- Stacking Force Fields: Two force fields can’t “fit” in the
dard action. Using a psychic attack (or a psychic power gen- same space, even if one of them is “switched off.” A
erally), does not draw attacks of opportunity. “switched off” force field still occupies the space; it just
doesn’t interact with incoming force.
Force Fields
A force field is an imperceptible pattern of energy. Under Radiation
certain conditions, it suddenly “manifests” as a force that Radiation deals Con damage. The amount of Con damage
negates incoming energy. (This looks like a crackling, blue- depends on the radiation’s intensity. Theoretically, radiation
white “snowflake” or “burst” that appears where the energy can be of any intensity, but these four levels of intensity are
strikes the field. The “burst” makes a crackling sound and standard.
lasts an instant.)
How Force Fields Work: Tim powers up his 7-point force TABLE 2-2: RADIATION INTENSITY
field. It takes 7 minutes to get the force field from 0 to 7 hit Intensity Glow Con Damage
points in strength. He gets into battle and suffers 5 damage, Trace None 1d6 per day
which comes off the force field, dropping it to 2. (Attacks Cool Faint 1d6 per hour
against Tim are touch attacks, since his armor is beneath the Warm Dim 1d6 per minute
force field.) Over the next 3 minutes, the force field rebuilds Hot Bright 1d6 per round
itself to 5 points, and then Tim is attacked again. An ark’s
club deals 14 damage to him. The first 5 come off the force A faint glow is only visible in darkness. A dim glow can cast
field. The ark makes a second attack roll for the remaining 9 pale shadows. A bright glow hurts the eyes.
points and misses, so the extra damage is lost. For each point of Con damage that a creature suffers
Attacks: Attacks against a force field are touch attacks, as from radiation, there’s a 10% chance that the creature also
the blow does not have to penetrate the defender’s armor in develops a mutation or defect. Roll for each point sepa-
order to damage the force field. rately; don’t combine them into a single roll over 10%. If
If the force field runs out of hit points and there’s more you’re due for some radiation-fueled change, roll on Table
damage coming in from the attack, the attacker may make 2-3: Random Permanent Change to determine if you’ll be
another attack roll to deal the remaining damage to the getting better or worse.
y00034d
If a creature rolls “stock mutation”
as a result of radiation, treat that as the Free-Form
“Resist Radiation” mutation. Some
mutants, when exposed to radiation, Experience
develop resistance to it. You can use the standard XP system presented in the Player’s Handbook to deter-
mine when an Omega World character deserves to gain a level. Free-form experi-
TABLE 2-3: RANDOM ence, however, is easier to handle and better represents experience for various
PERMANENT CHANGE non-combat encounters.
d% Permanent Change At the end of each session, the GM assigns XP based on how the explorers
01–30 Roll a random mutation interacted with the creatures, NPCs, and hazards of Omega World. Everyone in the
31–100 Roll a random defect party gets that number of XP for the session.
Explorers earn XP by exploring, not by winning. As you can see on Table 2-4:
Poison Experience Awards, you can learn as much from failure as from success.
The DCs for a poison’s secondary dam- (Actually, those that survive learn as much from failure as from success.)
age is +5 higher than the normal DC. Some GMs like to give a separate award for each character based on how
This rule represents how the effects of much that character accomplished. The problem with that system is that it too
poison usually increase over time. It often rewards a player for hogging the action instead of working with the other
also makes poisons scarier. players as a teammate.
GMs, see Pacing in Chapter 5: Campaigns.
MIKAEL NOGUCHI
d00035y
h Chapter 1
Characters
YOU PLAY AN “EXPLORER.” EXPLORERS MIGHT BE PURE
STRAIN HUMANS, MUTATED HUMANS, OR MUTATED ANIMALS.
THEY BEGIN THEIR CAREERS WITH RUDIMENTARY GEAR AND
RUDIMENTARY KNOWLEDGE OF THE WORLD. IF THEY’RE LUCKY,
THEY GAIN EXPERIENCE, POWER, KNOWLEDGE, AND HIGH-TECH
“RELICS.” IF THEY’RE UNLUCKY THEY GET BLASTED TO
NOTHINGNESS BY TORC GRENADES OR HAVE THEIR LEGS
CHEWED OFF BY GIANT LADYBUGS.
Character
Background Your GM may have a special campaign starting point that
While each explorer’s life story is unique, you can figure that changes these defaults.
the typical explorer. . .
. . . grew up in a stable tribe or village, but left that com- Creating a Character
munity behind (often because it got nuked by rampaging 1. Choose to be either a pure-strain human or a mutant (of
supremacist deathbots). random mutant stock).
. . . has heard stories about the Golden Age before the 2. If you’re a mutant, roll for your mutant stock (Table 1—1).
Bomb and knows that we all live in an age of suffering and 3. If you’re a mutant, roll on Table 1–3: Random Mutations until:
destruction. a. You don’t want to roll anymore, or
. . . has heard stories of armies of robots out to kill all liv- b. The total value of your mutations exceeds 10.
ing things, of peaceful lands where people of all kinds live 4. If you have any mutations, roll on Table 1–4: Random
together in harmony and prosperity, and of hidden relics that Defects until the total value of your defects exceeds the total
will give whoever finds them godlike power. value of your mutations.
. . . knows what a gun is and generally how it works but
has never fired one. TABLE 1-1: RANDOM MUTANT STOCK
. . . can’t read or write, but understands that the Ancients Mutant Starting
captured their speech in mysterious marks that some people d% Stock ECL Class Level
today can still decipher. 01–35 Human +1 3rd
. . . knows vaguely what’s north, south, east, and west of 36–60 Hairy +2 2nd
wherever the campaign starts. 61–80 Clicky +2 2nd
. . . thinks the world is flat and that the stars are little 81–100 Scaly +2 2nd
lights way up in the air. ECL: Effective character level. For purposes of XP, the
. . . has occasionally met strange and wonderful travelers mutant is 1 or 2 levels above its actual level.
from distant lands.
Stock Defect Smaller Crude Hands Heightened Metabolism Poor Respiratory System
ECL +1 +2 +2 +2
Starting Class Level 3rd 2nd 2nd 2nd
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CHARISMA AS PSYCHE
In Omega World, think of Charisma as “Psyche.” It repre-
sents the character’s inner power. That’s why psychic
attacks are based on it.
Character Stock
For your character’s stock (“race”), choose either to be a
pure-strain human or to roll on Table 1–1: Random
Mutant Stock. Stock traits for mutants are summa-
rized on Table 1–2: Mutant Stock Statistics.
Unless defects prevent it, a mutated human,
clicky, hairy, or scaly can use gear as a human can.
PURE-STRAIN HUMAN
These are humans as we know and love them,
without mutations or defects. Pure-strain humans
don’t have the advantageous mutations of the
mutants, but they are adept with high-tech
devices.
In addition to their standard benefits of being
a human (bonus feat and bonus skill points), a
pure-strain human can take tech skills as class skills.
Pure-strain humans (along with mutated humans) are
smarter than clickies, hairies, and scalies.
Pure-strain humans represent the ideal human form,
and mutants regard them with awe and envy. At least
that’s what pure strain humans tell themselves.
For reasons lost in the mists of history, pure-
strain males are known as “adams” and females are
known as “eves.”
MUTATED HUMAN
Mutated humans are more or less human-looking, depend-
ing on their mutations. Some regard the pure-strain human
form as an ideal, while others reject it as outdated.
Mutated humans do not have the standard human benefits.
Mutated humans (along with pure-strain humans) are
smarter than clickies, hairies, and scalies.
Some mutated humans regard themselves as the next
step in human evolution, and figure it’s only a matter of
time until people like them are the new dominant
species across the globe.
CLICKY
“Clickies” are mutated, vaguely humanoid arthro-
pods, mostly beetles (because arthropods are mostly
beetles). Clickies do not have strong social instincts, but they
work with each other and with other creatures for practical
reasons. Others trust them, figuring they’re too stupid to RAMON PEREZ
trick anyone.
Their larvae are not sentient.
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TABLE 1-3: RANDOM MUTATIONS
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TABLE 1-3: RANDOM MUTATIONS (CONTINUED)
d0019y
natural armor, –1 size modifier to AC and attack bonuses. For Climbing Hooks
other sizes, see the Monster Manual. The mutant has hooks that make climbing certain, if not fast.
Mutations that have damage dice and other dice related to It has a climb speed of 10 ft. (or +10 ft., if it already has a
hit points are increased. Use the damages listed for weapons climb speed). See climb speed in the Monster Manual. The
of different sizes on Table 1–8: Omega Weapons to determine mutant’s free Climb ranks are 1/Hit Die.
how the dice increase. For example, Psychic Healing heals Feat: +5 ft. climb speed (not more than normal speed)
2d6 damage. For a Large mutant, it would heal 3d6 damage. Value: 1
(You can see on Table 1–8 that 3d6 is one step above 2d6.)
The mutant’s Cryogenesis [Psychic]
speed goes up. If Base New Encumbered As a standard action, the mutant psychically slows the mole-
the mutant also has Speed Speed Speed cules in a small space, about the size of a soccer ball. Used
mutations or 20 ft. 30 ft. 20 ft. as an attack, it deals 1d6 damage. Range: 30 ft. The target’s
defects that affect 30 ft. 45 ft. 30 ft. Will save (versus the mutant’s Psychic Attack check) negates.
its speed, apply 40 ft. 60 ft. 40 ft. Uses: 1/round
those modifications Feat: +1 damage
before adjusting the speed for being bigger. Value: 6
The mutant can use bigger weapons, as normal for a
creature of its new size. Darkvision
Feat: — Darkvision, 60 ft. range.
Value: 7 Feat: +20 ft. range
Value: 2
Blindsense
Like a weak form of blindsight, Blindsense lets a mutant know Dimension Slip
the locations of creatures within 30 ft. regardless of darkness, As a free action, the mutant can become ethereal (as with
fog, invisibility, etc. (though it’s blocked by solid obstacles). ethereal jaunt). The state lasts up to 6 rounds and can be
Feat: +30 ft. range dismissed as a free action.
Value: 1 Uses: 6 rounds/day
Feat: +2 rounds/day, repeatable
Blindsight Value: 5
Blindsight, 10 ft. range.
Feat: +10 ft. range Displacement
Value: 2 As displacement spell, activate as a free action, lasts 5
rounds.
Brain Bite [Psychic] Uses: 3/day
As a standard action, the mutant projects harmful psychic Feat: +1 use/day, repeatable
energy into the brain of its target. The “brain bite” deals 2d4 Value: 6
damage to a nearby living creature. Range: 30 ft. The target’s
Will save (versus the mutant’s Psychic Attack check) negates. Double Healing
Uses: 1/round The mutant’s healing rate is double normal: four times its Hit
Feat: +1 damage Dice per day.
Value: 6 Feat: +4 points healed per day
Value: 1
Carapace
+6 natural armor, –2 Dex. Dual Brain
Feat: — The mutant has a second brain (but not necessarily a second
Value: 3 head). It gets +2 Int, +2 Wis, and +2 Cha. It gets two Will
saves when it would normally get one, and it uses the better
Chameleon Skin result. (A 1 on a single such save is not automatically a fail-
+20 Hide when not wearing armor or more than a little ure, but a 1 on both is.)
clothing. Feat: —
Feat: +2 Hide, repeatable Value: 2
Value: 1
Empathy [Psychic]
Claws The mutant can sense others’ brain waves within 30 ft., pick-
Each claw deals 1d6 damage, and the character can flurry as ing up the presence of minds and their basic emotional states
a monk when attacking with them. The claws are natural (but not their thoughts). Using the mutation is automatic.
weapons, so the character is always considered armed. Feat: +10 ft. range, repeatable
Feat: — Value: 2
Value: 2
Energy Drain [Psychic]
The mutant drains the life energy from those it touches. This
y0020d
touch attack is equivalent to an undead energy drain, draining
1 level with each attack. The mutant gains 5 temporary hit
points per successful drain.
The victim’s Will save (versus the mutant’s Psychic Attack
check) negates.
Remember: The temporary hit points from energy drain
stack with each other.
Some people say that a person completely drained of life
dies but then returns from the grave as an “undead” crea-
ture, itself capable of draining life from other living things.
Of course, you can’t believe everything you hear.
Uses: 6/day
Feat: +1 use per day
Value: 7
Exoskeleton
+5 natural armor.
Feat: —
Value: 6
Extra Arm
Each round, the mutant gets one extra one-handed
attack. Alternatively, it can use a shield in that extra
hand, for an extra shield bonus to AC.
Feat: —
Value: 5
Extra Arms
Each round, the mutant gets either one extra two-handed
attack or an extra one-handed attack plus the ability to
use an extra shield.
Feat: —
Value: 8
Fleet Feet
+10 ft. base speed.
If the mutant is larger or smaller than Medium-size, add
the +10 ft. before applying the proportion for size category.
Feat: —
Value: 1
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Great Reserves Leech Damage
Reserves is double your hit point score (instead of your hit As a standard action, remove 1d6 points of damage from the
point score). Your healing rate does not change. If your Con touched subject. The mutant then suffers the amount of dam-
modifier changes, your reserves go up or down twice as age healed. Damage is restored first to hit points and then to
much as normal. reserve points. Damage is suffered as hit points (even if it
Feat: +5 reserve points restores reserve points).
Value: 3 Uses: 1/round
Feat: +1d6 points of damage leeched
Haste Self Value: 2
You speed yourself up. Since activating Haste Self is a free
action, you benefit from it on the same round you start it. Leech Strength
You gain the following benefits while hasted: With a touch attack, the mutant can deal 1d4 Strength dam-
+30 ft. unencumbered speed (but not more than double age to another living creature. The mutant gains an enhance-
your unencumbered speed). ment bonus to Strength of the same amount. Multiple
+2 haste bonus to melee attack rolls (not ranged attack rolls). bonuses to Strength don’t stack; only the biggest one counts.
+2 haste bonus to AC (which you lose if you would lose Feat: —
your Dex bonus to AC). Value: 7
1 extra physical attack at your normal attack bonus
each turn. Levitate Self [Psychic]
Uses: 6 rounds/day As a free action, the mutant can psychically lift itself into the
Feat: +2 rounds/day air. It works like the spell levitate, but with personal range.
Value: 3 Caster level = 5th.
Uses: 3/day
Heightened ABILITY Feat: +1 use per day
+10 to the named ability score. Value: 5
If a creature with 1 or 2 Int gets +10 Int, give the mutant
1d12+2 Int instead. Life Leech [Psychic]
Feat: — As a standard action, the mutant drains vital energy from liv-
Value: Strength 6 ing things within 30 feet, friend and foe alike. Use a single die
Dexterity 6 roll for damage and a single Psychic Attack check for the DC
Constitution 6 of the saving throw. Those who fail the saving throw suffer
Intelligence 3 1d6 points of damage. The mutant gains as many temporary
Wisdom 4 hit points as it deals to the other creatures put together.
Charisma 3 Temporary hit points from multiple uses of Life Leech do not
stack. The temporary hit points fade after an hour.
Horns Uses: 1/day
2d4 damage, double damage on a charge. (Remember, a criti- Feat: +1 use/day, repeatable
cal hit on a charge would be triple damage, not quadruple.) Value: 6
The mutant can make a horn attack in addition to its other
attacks, but all attacks are –2 for the round. Light Slip
Feat: +2 damage on a charge, repeatable The mutant bends light around itself, making itself invisible.
Value: 2 The effect lasts 5 rounds. (Attacking doesn’t make the mutant
turn visible.)
Immunity—Poison/Psychic Uses: 1/day
The mutant is immune to poison or to psychic effects. The Feat: +1 use per day, repeatable
mutant can’t suspend its immunity, even if it wants to. Value: 8
Among other things, this means that a mutant who’s immune
to poison can’t get drunk. Light Warp
Feat: — The mutant warps light around itself, creating an effect
Value: 1 equivalent to blur. The effect lasts 5 rounds.
Uses: 3/day
Keen Ears/Eyes Feat: +1 use per day, repeatable
+20 on Listen/Spot. Value: 4
Feat: —
Value: 1 Lightning Touch
Once per day, the mutant can deliver 6d6 points of electric dam-
Keen Nose age with a touch attack. If the attack misses, the electricity isn’t
Scent, 30 ft. range. expended.
Feat: +5 ft. range Once the attack is used, the capacity to use it again returns to
Value: 1 full in 24 hours. (It actually returns one die at a time, pro-rated
y0022d
over 24 hours, so that’s one d6 per 4 hours for the standard The mutant can use the bite as a single or primary attack.
6d6 capacity.) The mutant can voluntarily deal less than full dam- If used as a secondary attack, all attacks are at –2 for the
age to save some of the dice for a later attack. round, and the mutant only gets half its Str bonus on damage
Uses: 6d6/day with the bite (as for an off-hand weapon).
Feat: Additional d6 capacity, repeatable; the mutant can still Feat: DC +1
deal only up to 6d6 damage with a single strike Value: 5
Value: 4
Psychic Double [Psychic]
Low-light Vision As a standard action, the mutant can slip into a trance and
Low-light vision. project itself as a “psychic double.” The effect lasts 10 min-
Feat: — utes. As a double, the mutant is incorporeal, appearing as a
Value: 1 translucent, shimmering “ghost.” It can use its psychic abili-
ties but can’t interact bodily with the environment or other
Overpowering Stench creatures. (It can interact bodily with other incorporeal crea-
When the mutant’s adrenaline kicks in, it can let off a power- tures.)
ful stench. All living creatures within 5 ft. of the mutant Uses: 1/day
suffer –2 on attack rolls and skill checks. Feat: +1 use/day
Feat: — Value: 4
Value: 2
Psychic Healing [Psychic]
Padded Feet As a standard action, cure up to 2d6 damage by touch, up to
+10 Move Silently. 6d6 total per day.
Feat: — Feat: One additional d6 per day capacity, repeatable
Value: 1 Value: 4
Pincers Quills
Two natural weapons deal 1d6 damage each. The mutant can If grappling, the mutant can make a quill attack as a free
make a normal attack with one pincer. If it strikes with the action. The quills deal 1d6 damage + half the mutant’s Str
second pincer, all attacks are at –2 for the round. If both pin- bonus (as with an off-hand weapon). Making this extra attack
cers hit the same target, the mutant “rends” the target for does not incur attack penalties, as with many other natural
additional damage of 2d6 + 1.5 x the mutant’s Strength bonus weapon mutations.
(as if wielding a two-handed weapon). Feat: —
Feat: — Value: 2
Value: 2
Rage
Poison Bite Barbarian rage.
Bite deals 1d6 damage + poison. The poison’s primary and Uses: 1/day
secondary damage is 1d6 Str (01–20 on d%), Dex (21–40), or Feat: +1 round duration
Con (41–100). The primary DC is 13. The secondary DC is 18. Value: 4
RAMON PEREZ
d0023y
Regeneration Telekinesis [Psychic]
Reserve points automatically convert to hit points at the rate As a standard action, the mutant can use telekinesis (as the
of 5 per round, at the start of the mutant’s turn. spell at 5th-level casting). Will saves to negate Telekinesis are
Feat: +1 reserve point converts per round, repeatable made with the mutant’s Psychic Attack result as the DC.
Value: 3 Uses: 3/day
Feat: +1 use/day, repeatable; or +2 caster level, repeatable
Resist Radiation Value: 5
Ignore the first 12 points of Con damage from radiation each
day. Damage that is negated does not cause the player to Telepathy [Psychic]
check for possible mutations or defects. The mutant can detect thoughts (as the spell) and project its
If a mutant gets this mutation a second time, it negates the own thoughts (the equivalent of speech) to a range of 60 ft.
first 12 points of Con damage done each hour. A third time, A will save against Telepathy blocks the subject’s mind for 1
each minute. A fourth time, each round. hour. (The telepath can still detect the presence of the
Mutants with this mutation can live in radioactive areas blocked mind, but can read its thoughts or send thoughts to
indefinitely, and often do. it.) Using Telepathy is a standard action.
Feat: +2 points negated, repeatable Uses: 1/round
Value: 1 Feat: +10 ft. range
Value: 3
Scales
+3 natural armor. Tentacles
Feat: — Improved grab with natural weapons. See Monster Manual.
Value: 3 Feat: +1 on grapple checks, repeatable
Value: 1
Shaper
Alter self (similar to the spell) as a free action. It does not Time Slip
affect gear or other objects, only the mutant’s body itself. The mutant can “slip” forward several seconds in time. To those
The new shape does not have a different natural armor rat- left behind, the mutant seems to disappear. Then, two copies of
ing or ability scores, but it can have camouflaged coloring the mutant appear, one from “now” and one from several sec-
(+10 Hide), longer limbs (+10 ft. unencumbered speed), wings onds ago. The two “selves” each act as a duplicate of the original,
(see Wings mutation), gills, a tail (see Tail mutation), or climb- and at the end of the slip’s duration one copy (determined ran-
ing hooks (see Climbing Hooks mutation). domly) disappears “back” to several seconds ago.
Duration: 10 minutes The slip’s duration is up to 5 rounds. The mutant and his
Uses: 1/day equipment disappear for up to 5 rounds (the duration chosen
Feat: +1 use/day when the mutant first slips), then two appear and fight (or what-
Value: 3 ever) for the same number of rounds, and at the end of that
round one of the two selves (along with that self’s equipment)
Sonic Blast disappears.
Deal 1d6 points of sonic damage in a 30-ft. cone. No save The mutant time slips as a free action at any point in its turn.
for half damage. The amount of its turn that it “gives up” on the round that it time
Uses: 1/round slips is how much of a turn it can take when it time slips back in.
Feat: +1 damage, repeatable If the mutant time slips at the start of its turn, for example, it (or
Value: 8 both of it) gets to take a whole turn when it comes back. If it time
slips at the end of its turn, it can’t take a turn when it slips back
Spring Legs and must wait until the following round to act.
+10 ft. base speed, +30 Jump. Time slip is a great way to effectively double the number of
Feat: — grenades you have.
Value: 2 Uses: Special
Feat: +1 round duration
Swimmer Value: 5
Swim speed 5 ft. See swim in the Monster Manual.
Feat: +5 ft. Tougher
Value: 1 +2 hp/HD. (This also increases your reserves.)
Feat: —
Tail Value: 2
+4 Balance, Jump, and Swim checks.
It’s possible that a mutant without this mutation can have Tremorsense
a tail that doesn’t grant these bonuses, a tail too slim or short Tremorsense 30 ft. See Dungeon Master’s Guide.
or fluffy to be used as a counterweight or paddle. Feat: +30 ft.
Feat: — Value: 1
Value: 1
y0024d
TABLE 1-4: RANDOM DEFECTS
d% Defect Summary Value
1—4 Distinctive Odor Smells horrible 1
5—6 Reduced Charisma –4 to Charisma 1
7—10 Poor Respiratory System fatigued after 5 rounds of combat, lasts 1 hour 2
11—14 Slow –5 ft. Speed 2
15—16 Reduced Intelligence –4 to Intelligence 2
17—18 Reduced Wisdom –4 to Wisdom 2
19 Sensitivity to Acid Double damage from acid 2
20 Sensitivity to Cold Double damage from cold 2
21 Sensitivity to Electricity Double damage from electricity 2
22 Sensitivity to Fire Double damage from fire 2
23 Sensitivity to Poison Double damage from poison 2
24 Sensitivity to Radiation Double damage from radiation 2
25 Sensitivity to Sonics Double damage from sonics 2
26—29 Heightened Metabolism Needs water after 5 rounds of combat;
–5 saves vs. poison, disease 3
30—33 Stiff Motion Always flat-footed 3
34—35 Terrible Fortitude –10 on Fortitude saving throws 3
36—37 Terrible Reflex –10 on Reflex saving throws 3
38—39 Terrible Will –10 on Will saving throws 3
40—43 Real Slow One “step” slower 4
44—46 Poor Dual Brain 10% chance per melee round that you make a
confused action (as confusion spell) 4
47—49 Frenzy Each round of combat, 10% to go bonkers 6
50—53 Fits 10% chance per melee round 7
54—57 Smaller 1 size category smaller 7
58—59 Reduced Strength –4 to Strength 7
60—63 Partial Action Only Applies in combat, not in daily life 8
64—66 Weapon Incompetent Never proficient with weapons (other than natural ones) 8
67—68 Reduced Dexterity –4 to Dexterity 8
69—72 Fear Response Shaken in combat (or other danger) 9
73—75 Bleeder –1 hit point per round per wound until stopped 9
76—79 Crude Hands –4 with all handheld items (weapons, etc.) and
manipulation (e.g., Disabling Device) 10
80—83 Fragile Double damage from weapons (not energy, etc.) 10
84—86 Terrible Vision Can pinpoint creatures with sight out to 30 ft. 12
87—88 Reduced Constitution –4 to Constitution 15
89—90 No Arms Good afternoon, Mr. Stumpy 20
91—100 Stock Defect See Table 1-2: Mutant Stock Statistics —
Uncanny Dodge
Retain Dex bonus to AC when flat-footed or attacked by an Feat: +1 round/hour (The GM can vary this for very big
invisible attacker, and can’t be flanked, as a 5th-level barbarian. and very little creatures.)
Feat: — Value: 5
Value: 1
Wings Defects
The mutant has wings (in addition to other limbs) and can A character with mutations rolls its defects on Table 1–4:
fly at its normal ground speed for up to 6 rounds per hour. Random Defects. If, after rolling a defect, the total value of your
(The mutant is too heavy to fly as easily as a hollow-boned defects exceeds the total value of your mutations, you can stop
bird.) The wings are rolling for defects. Otherwise, you must roll more defects.
useful for getting to Fine: 12 hours/day
the tops of cliffs or Diminutive: 10 minutes/hour DEFECT RULES
getting a good view Tiny: 3 minutes/hour If penalties on abilities take your ability score to 0 or lower,
of the surroundings, Small: 1 minute/hour remember to use Table 2-5: Monster PCs’ Ability Scores and
but not for travel. Medium-size: 6 rounds/hour Table 2-6: Monster PCs’ Intelligence Ability Scores in the
Bigger and smaller Large: 3 rounds/hour DMG. (Technically, you should use these tables whenever an
mutants have differ- Huge: 2 rounds/hour ability has a –4 penalty or worse, or when Intelligence has
ent flight limits: Gargantuan: 1 round/hour any penalty.) Use the 8–9 column for –2 penalty, 6–7 for –4
Colossal: 1 round/day penalty, 4–5 for a –6 penalty, etc.
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Combat: Many defects trigger during “combat.” These Fragile
defects are triggered by stress, and so combat makes them The mutant’s body and bone structure are faulty. It suffers
surface. Other dangerous, stressful circumstances also double damage from weapon damage. It does not suffer dou-
trigger these defects. ble damage from energy damage, psychic damage, etc.
Value: 10
DEFECT DESCRIPTIONS
Defects are listed in alphabetical order. Frenzy
When in combat, the mutant sometimes gets so worked up
Bleeder that it momentarily forgets who is friend and who is foe.
Each time the mutant suffers damage (but not subdual dam- Every round of combat, the mutant has a 10% chance to
age), it suffers a bleeding wound and loses 1 additional hit attack a random creature instead of acting normally. If the
point per round (like being hit by a weapon of wounding). mutant is in melee, it attacks one of the creatures that it
Bleeding takes place at the start of the mutant’s turn, and all could attack (with or without a 5-ft. step). If the mutant is
the bleeding can be stopped with a single DC 15 Heal check. out of melee, it attacks a random creature that it can hit with
Value: 9 a ranged weapon (if it has a ranged weapon in hand) or
advances on a random creature that it could get to and
Crude Hands attack this round (with a regular move or a charge).
The mutant’s hands are not as articulate as a human’s (or as Don’t give a black ray pistol to a buddy who has this
a normal human’s). It suffers –4 on all attack rolls using defect.
handheld weapons and skill checks that require fine manipu- Value: 6
lation (such as Disable Device).
Value: 10 Heightened Metabolism
The mutant consumes twice as much food, water, and oxy-
Distinctive Odor gen as normal. After 5 rounds of combat or other intense
The mutant’s odor is easier for creatures with Scent to detect physical activity, the mutant must spend a round drinking
and follow. Such creatures can detect the mutant if within 60 water to replenish itself. Until it does so, it’s winded. The
feet. If the mutant is downwind, the range drops to 30 feet. If mutant can “reset” by replenishing early, such as fighting for
the mutant is upwind, the range increases to 120 feet. 3 rounds, replenishing, and then fighting 5 more rounds.
Even creatures without Scent can recognize the mutant’s The mutant also always suffers a –5 penalty on saves
presence and even identify the mutant by scent alone. against disease and poison because its body spreads toxins
Value: 1 and disease organisms throughout its system so quickly.
Value: 3
Fear Response
The mutant’s flight instincts are too strong. In combat or No Arms
other dangerous situations, it is shaken (–2 on attack rolls, The mutant has no arms, or any arms it has are too defec-
weapon damage rolls, and saving throws). tive to function. It can handle things with its feet, but it can’t
Value: 9 wield weapons and such with them. It can make unarmed
attacks normally (kicks). It is adept at maneuvering its body
Fits without arms, and so it suffers only a –2 penalty on skill
The mutant has a 10% chance each round to be overcome by checks that involve arms (such as climbing and swimming). It
involuntary motions and fall to the ground. Doing so keeps can even use its toes (or possibly lips and teeth) to manipu-
the mutant from doing anything else that round, and it draws late small tools, so it can make skill checks that require fine
attacks of opportunity. manipulation (albeit at a –4 penalty).
Value: 7 Value: 20
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brain for that one round. If it does so, roll on this table to Mutations that have damage dice and other dice related to
see what the mutant does. hit points are decreased. Use the damages listed for weapons
Value: 4 of different sizes on Table 1–8: Omega Weapons to determine
how the dice increase. For example, Psychic Healing heals
Poor Respiratory System 2d6 damage. For a Small mutant, it would heal 2d4 damage.
After 5 rounds of combat, the mutant is fatigued for 1 hour. (You can see on Table 1–8 that 2d4 is one step below 2d6.)
If the mutant has been fighting but hasn’t reached 5 rounds It’s harsh to make a mutant’s special powers weaker just
yet, a round spent resting sets the count back one round. because the mutant is smaller. But that way psychic rats
For example, the mutant could fight 3 rounds, rest 2 rounds, don’t deal damage way out of proportion to their size. Plus,
and then fight 4 more rounds. At the end of its turn on that Omega World is all about being harsh.
9th round, the mutant would be fatigued. The mutant is also “one step” slower than normal (like a
Value: 2 character that puts on medium armor).
Value: 7
Real Slow
The mutant is “one step” slower than normal (like a character Base New Encumbered
that gets one size category smaller or puts on medium armor). Speed Speed Speed
Value: 4 20 ft. 15 ft. 10 ft.
30 ft. 20 ft. 15 ft.
Base Speed New Speed 40 ft. 25 ft. 15 ft.
20 ft. 15 ft. 50 ft. 35 ft. 25 ft.
30 ft. 20 ft.
40 ft. 25 ft.
50 ft. 35 ft. Stiff Motion
The mutant’s coordination is jerky. It is always flat-footed.
This means it never gets its Dex bonus to AC, and that it
Reduced ABILITY can’t make attacks of opportunity. (No, you can’t take the
The mutant suffers a –4 penalty to the listed ability. See Combat Reflexes feat, but nice try.)
Tables 2–5 and 2–6 in the Dungeon Master’s Guide (tables (In a campaign in which sneak attacks are common, this
brought to you by people who are serious about math). defect has a higher value.)
Value: Strength 7 Value: 3
Dexterity 8
Constitution 15 Terrible SAVE
Intelligence 2 The mutant suffers a –10 penalty on saves of the listed type.
Wisdom 2 Value: Fortitude 3
Charisma 1 Reflex 3
Will 3
Sensitivity to ATTACK
The mutant suffers double damage from the listed energy Terrible Vision
type, from poison, or from radiation. The mutant can see well enough to pinpoint other creatures
Value: 2 within 30 ft. That is, it knows where those creatures are, but
they are effectively “concealed” to the mutant, so the mutant
Slow suffers a 50% miss chance against them. Beyond 30 ft., the
The mutant’s unencumbered speed is 5 ft. slower than normal. mutant sees light, motion, and possibly texture, but it can’t
Encumbered speed is about 70% of unencumbered speed. pinpoint creatures with sight.
Value: 2 May I be so bold as to recommend that a mutant with this
defect consider the feat Blind-fight, which helps a great deal
Unencumbered Encumbered in melee, if not with ranged attacks? Also, running recklessly
Speed Speed into combat and fiddling with unknown relics couldn’t hurt.
15 ft. 10 ft. Value: 12
25 ft. 15 ft.
35 ft. 25 ft. Weapon Incompetent
45 ft. 30 ft. The mutant’s brain doesn’t “grok” weapons. The mutant is
never proficient with weapons (other than natural weapons)
and thus suffers a –4 on attack rolls with weapons.
Smaller (Grenade-like weapons, however, require no proficiency.)
The mutant is one size category smaller. For a Medium-size Value: 8
creature, apply these bonuses: –4 Strength, +2 Dex, –2 Con,
+1 size modifier (to attack and AC). For other sizes, see
Advancement in the Introduction of the Monster Manual. Use
the table to back-figure the modifications.
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Explorer
Class TABLE 1-5: THE EXPLORER
All Omega World PCs are explorers. Base Good Middle Bad
Explorers are the versatile, handy, tough Level Attack Save Save Save Special
survivors who can overcome, or at least 1st +0 +2 +1 +0 Bonus Feat
face, the various hazards and horrors of 2nd +1 +3 +1 +0 Bonus Feat
Omega World. 3rd +2 +3 +2 +1 Bonus Feat
4th +3 +4 +2 +1 Bonus Feat
GAME RULE INFORMATION 5th +3 +4 +3 +1 Bonus Feat
Explorers have the following game 6th +4 +5 +3 +2 Bonus Feat
mechanics. 7th +5 +5 +3 +2 Bonus Feat
Abilities: Explorers can make use of 8th +6/+1 +6 +4 +2 Bonus Feat
good scores in any abilities. 9th +6/+1 +6 +4 +3 Bonus Feat
Alignment: Characters in Omega 10th +7/+2 +7 +5 +3 Bonus Feat
World have personalities, motivations, If you manage to get past 10th level without your leg getting chewed off by a giant
hopes, and fears, not alignments. ladybug, you can do the math.
Hit Dice: d10
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TECH (INT; TRAINED ONLY) Prerequisite: Armor Proficiency (light), Armor Proficiency
Use tech skills to identify and repair broken relics. (medium).
Like the Knowledge skill, Tech actually encompasses a Benefit: See Armor Proficiency (light) in the PH.
number of unrelated skills. Tech represents the study of and Normal: See Armor Proficiency (light) in the PH. Plus, the
familiarity with some aspect of advanced engineering or character does not get the bonuses to skill checks, ability
jury-rigging. There are four Tech skill types: checks, or abilities that the armor may provide.
• Bang: Explosives, gunpowder weapons, internal combus-
tion engines, etc. Multishot [General]
• Hard: Metals, alloys, structures, vehicles, armor, etc. You can use the autofire option on relic weapons with
• Med: Medicine, surgery, medical relics, etc. exceptional accuracy.
• Zap: Energy weapons, beams, force fields, etc. Prerequisites: Point Blank Shot, Rapid Fire, Dex 13+.
When using the autofire option on a relic weapon, reduce
Check: Getting a busted the penalty for each attack to –2 (for multifire) or –4 (for
relic working requires a Status DC autofire). See Chapter 2: Combat.
check against a DC that Perfect 1d10+15
depends on the status of Good 1d10+20
the relic. It also requires a Bad 1d10*+25
set of tools suited to the Broken no
skill (see Gear).
*If the d10 comes up odd, add that number and roll
again. Repeat if you roll odds multiple times.
Retry: Yes.
Special: Among PC stocks, only a pure-strain
human can take Tech as a class skill.
Feats
All standard feats are allowed, except the ones that
don’t make any sense in Omega World. Some feats
you’ll find in supplemental sourcebooks are also
probably OK, just ask the GM. Special feats for
Omega World are described below.
UNDEFINED FEATS
Omega characters need to be adaptable to survive.
Therefore, you may hold your current level’s feats
undefined, and define them at any point before you
next advance a level. That way, for example, if you
find a Mark V blaster pistol you can define your
feat as “Relic Weapon Group Proficiency (Relic
Ranged Weapons)” right away instead of waiting
until you level up and get another feat.
You can only define an undefined feat between
adventures. (You can’t define your undefined feat as
Lightning Reflexes just before making a saving
throw against a grenade’s explosion.)
If you gain a new level before defining any unde-
fined feats, you must define those feats immediately.
You must use the scores you have at your current
level as prerequisites rather than the scores you’ll
gain at your new level. For example, if you have 12
Strength, you can’t hold your 7th-level feat unde-
fined until you reach 8th level, increase your
Strength to 13, and then define Cleave as your 7th-
level feat. (But I don’t blame you for thinking of it.)
RAMON PEREZ
FEAT DESCRIPTIONS
Feats are listed in alphabetical order.
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Relic Weapon Group REGULAR GEAR Riding Mount: A Medium-size
Proficiency [General] A beginning character starts with 8 of explorer with a riding mount has a
You are proficient with one of the fol- the following items: hopper, a Large mutated rabbit (see
lowing groups of weapons: Chapter 5: Encounters). A Small
• Relic Ranged Weapons (guns) Good Weapon (plus 20 projec- explorer with a riding mount has a
• Relic Melee Weapons tiles, if a projectile weapon), see giant beetle. Use the MM scores for the
(vibro blades, etc.) Table 1–8: Omega Weapons bombardier beetle, except that the giant
• Relic Heavy Weapons (big guns) Set of armor, see Table 1-9: beetle does not spray acid.
Benefit: You make attacks normally Omega Armor Trade Goods: Portable, valuable
with those weapons. Shield (small or large), see Table goods, worth about as much as a riding
Normal: You suffer –4 on attack rolls 1-9: Omega Armor mount or a hybrid weapon. Player’s
with relic weapons. No proficiency is 50 projectiles (arrows, etc.) choice as to what they are, but they
needed, however, with grenades or with Camping gear could be spices, special fabrics, or
weapons that don’t require attack rolls. A weeks’ provisions relics (everyday items). As has been
Special: You can take this feat multi- Set of Tools (for a Tech skill, true in most of human history, addic-
ple times, each time for a different relic such as Tech [zap]) tive, mood enhancing drugs are popular
weapon group. Climbing gear (rope, pick-axe, trade goods (mostly coffee, tea, alcohol,
pitons, harness, etc.) and tobacco).
Superior Mutation [General] First aid kit (healer’s kit from the
Your mutation is better than average. Player’s Handbook)
Prerequisite: A mutation that gets
better when feats are applied to it. TABLE 1-7: RANDOM
Benefit: See the mutation in question. RANDOM SPECIAL GEAR SPECIAL GEAR
Special: Most mutations allow you to DESCRIPTIONS d% Special Gear
take the Superior Mutation feat multiple Battle Mount: A Medium-size 01–30 Hybrid Weapon
times. explorer with a battle mount has a 31–60 Trade Goods
podog, a Large mutated dog. A Small 61–75 Riding Mount*
Gear explorer with a battle mount has a 76–80 Battle Mount*
A beginning character gets 8 pieces of giant lizard (see Monster Manual) that’s 81–100 Random Working
regular gear plus 1 random special gear. trained as a battle mount. Relic (random
Pure strain humans get an extra 2 Hybrid Weapon: A hybrid weapon working status)
pieces of random special gear. Roll of the player’s choice See Table 1-8.
twice on Table 1-7: Random Special Random Working Relic: Roll for sta- *If the explorer is Large, instead of
Gear to determine special gear. tus on Table 4–1: Random Relic Status a mount it has a hybrid weapon
and type on Table 4–2: Random Relics. (01–50) or trade goods (51–100).
RAMON PEREZ
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TABLE 1-8: OMEGA WEAPONS
Melee Weapon
Size Primitive Good Hybrid Weight
Tiny 1d3, 20/x2 1d4, 20/x2 1d6, 19–20/x2 1 lb.
Small 1d4, 20/x2 1d6, 20/x2 2d4, 19–20/x2 2 lb.
Medium-size 1d6, 20/x2 2d4, 20/x2 2d6, 19–20/x2 4 lb.
Large 2d4, 20/x2 2d6, 20/x2 3d6, 19–20/x2 8 lb.
Huge 2d6, 20/x2 3d6, 20/x2 4d6, 19–20/x2 16 lb.
Thrown Weapon
Size Primitive Good Hybrid Weight
Tiny 1d2, 20/x2 1d3, 20/x2 1d4, 19–20/x2 1 lb.
Small 1d3, 20/x2 1d4, 20/x2 1d6, 19–20/x2 2 lb.
Medium-size 1d4, 20/x2 1d6, 20/x2 2d4, 19–20/x2 4 lb.
Large 1d6, 20/x2 2d4, 20/x2 2d6, 19–20/x2 8 lb.
Huge 2d4, 20/x2 2d6, 20/x2 3d6, 19–20/x2 16 lb.
Bow* or Crossbow
Size Primitive Good Hybrid Weight
Tiny 1d2, 20/x2 1d3, 20/x2 1d4, 19–20/x2 1/2 or 1 lb.
Small 1d3, 20/x2 1d4, 20/x2 1d6, 19–20/x2 1 or 2 lb.
Medium-size 1d4, 20/x2 1d6, 20/x2 2d4, 19–20/x2 2 or 4 lb.
Large 1d6, 20/x2 2d4, 20/x2 2d6, 19–20/x2 4 or 8 lb.
Huge 2d4, 20/x2 2d6, 20/x2 3d6, 19–20/x2 8 or 16 lb.
*Explorers are not proficient with bows as a class feature. You need a feat to use one proficiently.
Metal Armor: The only metal armor commonly available is the equivalent of scale. Practically nobody makes
other kinds of metal armor because practically no communities have the resources needed. Communities are
more likely to thrive by exploiting ancient relics than by putting together the capital and expertise necessary to
create sophisticated, medieval-style armor. Relic armor is therefore more common than chainmail or plate armor.
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Jonathan Tweet’s
ANTHONY WATERS
GAME DESIGN: JONATHAN TWEET
EDITING: ERIK MONA
ART DIRECTION/GRAPHIC DESIGN: KYLE HUNTER
LOGO DESIGN: SEAN GLENN
COVER: PUDDNHEAD
INTERIOR ART: JOACHIM BARRUM, JEFF CARLISLE, TOM FOWLER, MIKAEL NOGUCHI, RAMON PEREZ, ANTHONY WATERS
PLAYTESTING: JODY ANDERSON, RON BUTTON, DONALD CLARK, ROB DALTON, SEAN DAWSON, DUSTIN GROSS, ROB HEINSOO,
PAUL HUGHES, MARK JESSUP, WARREN "DARK WOLF" JOHNSTON, ROB LIGHTNER, LARRY MANN, GREG OKUBO, MIKE WHITE
Table
of Contents
CHAPTER 1: CHARACTERS 16
CHAPTER 2: COMBAT
& FREE-FORM XP 32
CHAPTER 3: RELICS 36
CHAPTER 4: ENCOUNTERS 42
CHAPTER 5: CAMPAIGNS 54
This POLYHEDRON d20 System Mini-Game requires the Dungeons & Dragons Player’s Handbook, Dungeon Master’s
Guide, and Monster Manual to play. POLYHEDRON Mini-Games adapt the standard D&D rules and conventions to
nonstandard settings and genres. Unless specifically noted in the text, this Mini-Game follows the core D&D rules.
If you know how to play Dungeons & Dragons, you’ll pick up the rules of this game in moments.
Omega World utilizes game mechanics developed for the new Dungeons & Dragons game by Jonathan Tweet,
Monte Cook, Skip Williams, Richard Baker, and Peter Adkison and is based on the original Gamma World
Roleplaying Game by Jim Ward and Gary Jaquet (with additional material in later years by David James Ritchie
and others). This Wizards of the Coast game contains no Open Game Content.
Based on the original Dungeons & Dragons game by Gary Gygax and Dave Arneson.
Dungeons & Dragons, D&D, and Dungeon Master are registered trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. POLYHEDRON and
the d20 System logo are trademarks owned by Wizards of the Coast, Inc. No portion of this work may be reproduced in any form without written permission
from the publisher.
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If your little band of explor-
ers can survive the toxic
swamps and radioactive winds,
you will reach the fabled
lands beyond the waste-
lands. Based on stories
you've heard from other
explorers, you know
you could find
radioactive
ruins from
before the
Bomb, mutant
cannibal
tribes, homici-
dal robots, and
nightmarish
predators. If
you can also
find some
relics mighty
weapons and
tools of the
Ancients great
power can be
yours.
PUDDNHEAD
Jump in dkylrhunterqs
the Fire
You come from a settlement of a few hundred souls—
mutated humans, pure strain humans, and mutated animals. Age, unworthy of peace, who destroyed their own planet and
Somewhere in a pocket of fertile ground, surrounded by left ash and slag for the freaks and the robots to fight over?
toxic and radioactive wastelands, your people scrape Many say they know the answers, but few agree on what
together a life. You hide from the deathbots, trade with they are.
nomadic mutants, and tend modest crops. What they can agree on is the present, a world of mutants,
The elders have told you stories about the Golden Age, poisons, and rampaging machines. Into this world you have
when people—called the Ancients—didn’t have to work been born. Now is the time for you to make your place in it.
because the machines were their slaves and did all the work Somewhere, on the other side of the wastelands, are ruins
for them. All the people had plenty of food. They had boats where mighty relics lie. These weapons of the Ancients can
that flew and took them to the stars. They even had special make you a warlord, a conqueror, or a hero, if you can find
machines to pick the fleas and ticks off themselves, so them and use them. Roaming across the land are tribes of
nobody ever itched, or so the stories go. But then the savages. They’ll eat you if they can, but they may fear and
Golden Age ended in fire hotter than fire. serve you if you are strong. Here and there are other settle-
The machines started the war, wayward creations that ments of decent folk who may welcome you if you bring
rose up against their creators, rebels who destroyed those news and goods to trade. And somewhere are the mortal
who had given them minds and electronic life. enemies of all sentient life, which you must defeat, if you can
Or maybe the beasts started it, animals that science had only figure out who they are.
given human-like forms, human-like minds, and human-like
hatreds. Omega World Summary
Others say it was the cryptic alliances, shadowy societies Omega World is a high-action d20 System RPG in a world
shrouded in secret and bent on controlling the world. devastated by global warfare and overrun by mutants. It fea-
Then again, it could have been the androids, perfect peo- tures weird powers, strange monsters, insane NPCs, and big
ple seeking to erase those who were less than perfect. guns. It’s “high flux,” with the promise of great rewards and
Or was it just people, humans unworthy of the Golden the constant threat of pointless demise.
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Omega World is meant to offer a different roleplaying MUTATIONS AND DEFECTS
experience than that presented in the core Dungeons & Most characters (and monsters) have mutations and defects.
Dragons game. It's more random and less balanced. It's These are the chief way that PCs are differentiated from
meant to be a lot of fun to play for a little while, but it's not each other, and you get them randomly.
designed to hold up as an indefinitely long campaign. Still, it
is designed to have lots of good and bad things happen to STARTING LEVEL
the PCs in even a few sessions. PCs start at 4th level so that they are powerful enough to
On another level, Omega World is a lot like D&D. The PC fight cool monsters right out of the gate. Most PCs, however,
party treks through the wilderness and explores ruins, fight- are mutants, with an effective level 1 or 2 levels higher than
ing monsters and looking for treasure. You can have fun, at actual level. They start out at 2nd or 3rd level but are
least for a while, just by following the fight-loot-repeat cycle. treated as 4th-level characters in terms of XP.
If you know how to set up a D&D adventure, you can create
an Omega World adventure, too. EXPLORER CLASS
Omega World PCs advance quickly, gaining XP and relics All PCs are the same class—explorer. The explorer is sort of
to make them more powerful. But they also die at a relatively a souped-up expert. It has no unique class features because
high rate. Rolling up your next character, however, is fun Omega World is about your mutations and your guns, not
and fast, so don’t worry too much about the high kill rate. about your class.
Omega World PCs aren’t terribly balanced. You can get
lucky and have good mutations that work together, and you RESERVES
can get unlucky and wind up with no mutations to get Since there’s precious little healing in Omega World (and a
excited about. For a short campaign with a high death rate, fair bit of damage), the rules introduce “reserves.” Reserves
this imbalance is part of the fun. are your character’s ability to recover quickly from wounds.
The science in Omega World sucks. This is a game about
big, crazy powers and big, crazy guns, not about genetics TREASURE AND WEALTH
or physics. Finding treasure is a big part of Omega World, but treasure
doesn’t have a standard price or value. There’s no stable eco-
How is it Different? nomic system in which prices can attach to goods. PCs will
Omega World rules vary in several basic ways from stan- have to barter if they want to exchange goods with NPCs.
dard d20.
ANTHONY WATERS
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